jkxr/Projects/Android/jni/OpenJK/codeJK2/game/AI_Seeker.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 "g_headers.h"
#include "b_local.h"
#include "g_nav.h"
gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse );
void Seeker_Strafe( void );
#define VELOCITY_DECAY 0.7f
#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 )
#define SEEKER_STRAFE_VEL 100
#define SEEKER_STRAFE_DIS 200
#define SEEKER_UPWARD_PUSH 32
#define SEEKER_FORWARD_BASE_SPEED 10
#define SEEKER_FORWARD_MULTIPLIER 2
#define SEEKER_SEEK_RADIUS 1024
//------------------------------------
void NPC_Seeker_Precache(void)
{
G_SoundIndex("sound/chars/seeker/misc/fire.wav");
G_SoundIndex( "sound/chars/seeker/misc/hiss.wav");
G_EffectIndex( "env/small_explode");
}
//------------------------------------
void NPC_Seeker_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc )
{
if ( !(self->svFlags & SVF_CUSTOM_GRAVITY ))
{//void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int hitLoc=HL_NONE );
G_Damage( self, NULL, NULL, (float*)vec3_origin, (float*)vec3_origin, 999, 0, MOD_FALLING );
}
SaveNPCGlobals();
SetNPCGlobals( self );
Seeker_Strafe();
RestoreNPCGlobals();
NPC_Pain( self, inflictor, other, point, damage, mod );
}
//------------------------------------
void Seeker_MaintainHeight( void )
{
float dif;
// Update our angles regardless
NPC_UpdateAngles( qtrue, qtrue );
// 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_flrand( NPC->enemy->maxs[2]/2, 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 );
}
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
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;
}
}
}
//------------------------------------
void Seeker_Strafe( void )
{
int side;
vec3_t end, right, dir;
trace_t tr;
if ( Q_flrand(0.0f, 1.0f) > 0.7f || !NPC->enemy || !NPC->enemy->client )
{
// Do a regular style strafe
AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL );
// Pick a random strafe direction, then check to see if doing a strafe would be
// reasonably valid
side = ( rand() & 1 ) ? -1 : 1;
VectorMA( NPC->currentOrigin, SEEKER_STRAFE_DIS * side, right, end );
gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID, G2_NOCOLLIDE, 0 );
// Close enough
if ( tr.fraction > 0.9f )
{
VectorMA( NPC->client->ps.velocity, SEEKER_STRAFE_VEL * side, right, NPC->client->ps.velocity );
G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
// Add a slight upward push
NPC->client->ps.velocity[2] += SEEKER_UPWARD_PUSH;
NPCInfo->standTime = level.time + 1000 + Q_flrand(0.0f, 1.0f) * 500;
}
}
else
{
// Do a strafe to try and keep on the side of their enemy
AngleVectors( NPC->enemy->client->renderInfo.eyeAngles, dir, right, NULL );
// Pick a random side
side = ( rand() & 1 ) ? -1 : 1;
VectorMA( NPC->enemy->currentOrigin, SEEKER_STRAFE_DIS * side, right, end );
// then add a very small bit of random in front of/behind the player action
VectorMA( end, Q_flrand(-1.0f, 1.0f) * 25, dir, end );
gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID, G2_NOCOLLIDE, 0 );
// Close enough
if ( tr.fraction > 0.9f )
{
VectorSubtract( tr.endpos, NPC->currentOrigin, dir );
dir[2] *= 0.25; // do less upward change
float dis = VectorNormalize( dir );
// Try to move the desired enemy side
VectorMA( NPC->client->ps.velocity, dis, dir, NPC->client->ps.velocity );
G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
// Add a slight upward push
NPC->client->ps.velocity[2] += SEEKER_UPWARD_PUSH;
NPCInfo->standTime = level.time + 2500 + Q_flrand(0.0f, 1.0f) * 500;
}
}
}
//------------------------------------
void Seeker_Hunt( qboolean visible, qboolean advance )
{
float distance, speed;
vec3_t forward;
NPC_FaceEnemy( qtrue );
// 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 )
{
Seeker_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 = 24;
// Get our direction from the navigator if we can't see our target
if ( NPC_GetMoveDirection( forward, &distance ) == qfalse )
{
return;
}
}
else
{
VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
/*distance = */VectorNormalize( forward );
}
speed = SEEKER_FORWARD_BASE_SPEED + SEEKER_FORWARD_MULTIPLIER * g_spskill->integer;
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}
//------------------------------------
void Seeker_Fire( void )
{
vec3_t dir, enemy_org, muzzle;
gentity_t *missile;
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org );
VectorSubtract( enemy_org, NPC->currentOrigin, dir );
VectorNormalize( dir );
// move a bit forward in the direction we shall shoot in so that the bolt doesn't poke out the other side of the seeker
VectorMA( NPC->currentOrigin, 15, dir, muzzle );
missile = CreateMissile( muzzle, dir, 1000, 10000, NPC );
G_PlayEffect( "blaster/muzzle_flash", NPC->currentOrigin, dir );
missile->classname = "blaster";
missile->s.weapon = WP_BLASTER;
missile->damage = 5;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_ENERGY;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
}
//------------------------------------
void Seeker_Ranged( qboolean visible, qboolean advance )
{
if ( NPC->count > 0 )
{
if ( TIMER_Done( NPC, "attackDelay" )) // Attack?
{
TIMER_Set( NPC, "attackDelay", Q_irand( 250, 2500 ));
Seeker_Fire();
NPC->count--;
}
}
else
{
// out of ammo, so let it die...give it a push up so it can fall more and blow up on impact
// NPC->client->ps.gravity = 900;
// NPC->svFlags &= ~SVF_CUSTOM_GRAVITY;
// NPC->client->ps.velocity[2] += 16;
G_Damage( NPC, NPC, NPC, NULL, NULL, 999, 0, MOD_UNKNOWN );
}
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
Seeker_Hunt( visible, advance );
}
}
//------------------------------------
void Seeker_Attack( void )
{
// Always keep a good height off the ground
Seeker_MaintainHeight();
// Rate our distance to the target, and our visibilty
float distance = DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
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 )
{
Seeker_Hunt( visible, advance );
return;
}
}
Seeker_Ranged( visible, advance );
}
//------------------------------------
void Seeker_FindEnemy( void )
{
int numFound;
float dis, bestDis = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1;
vec3_t mins, maxs;
gentity_t *entityList[MAX_GENTITIES], *ent, *best = NULL;
VectorSet( maxs, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS );
VectorScale( maxs, -1, mins );
numFound = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( int i = 0 ; i < numFound ; i++ )
{
ent = entityList[i];
if ( ent->s.number == NPC->s.number || !ent->client || !ent->NPC || ent->health <= 0 || !ent->inuse )
{
continue;
}
if ( ent->client->playerTeam == NPC->client->playerTeam || ent->client->playerTeam == TEAM_NEUTRAL ) // don't attack same team or bots
{
continue;
}
// try to find the closest visible one
if ( !NPC_ClearLOS( ent ))
{
continue;
}
dis = DistanceHorizontalSquared( NPC->currentOrigin, ent->currentOrigin );
if ( dis <= bestDis )
{
bestDis = dis;
best = ent;
}
}
if ( best )
{
// used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
NPC->random = Q_flrand(0.0f, 1.0f) * 6.3f; // roughly 2pi
NPC->enemy = best;
}
}
//------------------------------------
void Seeker_FollowPlayer( void )
{
Seeker_MaintainHeight();
float dis = DistanceHorizontalSquared( NPC->currentOrigin, g_entities[0].currentOrigin );
vec3_t pt, dir;
if ( dis < MIN_DISTANCE_SQR )
{
// generally circle the player closely till we take an enemy..this is our target point
pt[0] = g_entities[0].currentOrigin[0] + cos( level.time * 0.001f + NPC->random ) * 56;
pt[1] = g_entities[0].currentOrigin[1] + sin( level.time * 0.001f + NPC->random ) * 56;
pt[2] = g_entities[0].currentOrigin[2] + 40;
VectorSubtract( pt, NPC->currentOrigin, dir );
VectorMA( NPC->client->ps.velocity, 0.8f, dir, NPC->client->ps.velocity );
}
else
{
if ( TIMER_Done( NPC, "seekerhiss" ))
{
TIMER_Set( NPC, "seekerhiss", 1000 + Q_flrand(0.0f, 1.0f) * 1000 );
G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
}
// Hey come back!
NPCInfo->goalEntity = &g_entities[0];
NPCInfo->goalRadius = 32;
NPC_MoveToGoal( qtrue );
NPC->owner = &g_entities[0];
}
if ( NPCInfo->enemyCheckDebounceTime < level.time )
{
// check twice a second to find a new enemy
Seeker_FindEnemy();
NPCInfo->enemyCheckDebounceTime = level.time + 500;
}
NPC_UpdateAngles( qtrue, qtrue );
}
//------------------------------------
void NPC_BSSeeker_Default( void )
{
if ( in_camera )
{
// cameras make me commit suicide....
G_Damage( NPC, NPC, NPC, NULL, NULL, 999, 0, MOD_UNKNOWN );
}
if ( NPC->random == 0.0f )
{
// used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
NPC->random = Q_flrand(0.0f, 1.0f) * 6.3f; // roughly 2pi
}
if ( NPC->enemy && NPC->enemy->health && NPC->enemy->inuse )
{
if ( NPC->enemy->s.number == 0 || ( NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_SEEKER ))
{
//hacked to never take the player as an enemy, even if the player shoots at it
NPC->enemy = NULL;
}
else
{
Seeker_Attack();
return;
}
}
// In all other cases, follow the player and look for enemies to take on
Seeker_FollowPlayer();
}