jkxr/Projects/Android/jni/OpenJK/code/game/AI_Interrogator.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"
void Interrogator_Idle( void );
void DeathFX( gentity_t *ent );
enum
{
LSTATE_BLADESTOP=0,
LSTATE_BLADEUP,
LSTATE_BLADEDOWN,
};
/*
-------------------------
NPC_Interrogator_Precache
-------------------------
*/
void NPC_Interrogator_Precache(gentity_t *self)
{
G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" );
G_SoundIndex("sound/chars/mark1/misc/anger.wav");
G_SoundIndex( "sound/chars/probe/misc/talk");
G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject" );
G_SoundIndex( "sound/chars/interrogator/misc/int_droid_explo" );
G_EffectIndex( "explosions/droidexplosion1" );
}
/*
-------------------------
Interrogator_die
-------------------------
*/
void Interrogator_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
{
self->client->ps.velocity[2] = -100;
/*
self->locationDamage[HL_NONE] += damage;
if (self->locationDamage[HL_NONE] > 40)
{
DeathFX(self);
self->client->ps.eFlags |= EF_NODRAW;
self->contents = CONTENTS_CORPSE;
}
else
*/
{
self->client->moveType = MT_WALK;
self->client->ps.velocity[0] = Q_irand( -20, -10 );
self->client->ps.velocity[1] = Q_irand( -20, -10 );
self->client->ps.velocity[2] = -100;
}
//self->takedamage = qfalse;
//self->client->ps.eFlags |= EF_NODRAW;
//self->contents = 0;
return;
}
/*
-------------------------
Interrogator_PartsMove
-------------------------
*/
void Interrogator_PartsMove(void)
{
// Syringe
if ( TIMER_Done(NPC,"syringeDelay") )
{
NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]);
if ((NPC->pos1[1] < 60) || (NPC->pos1[1] > 300))
{
NPC->pos1[1]+=Q_irand( -20, 20 ); // Pitch
}
else if (NPC->pos1[1] > 180)
{
NPC->pos1[1]=Q_irand( 300, 360 ); // Pitch
}
else
{
NPC->pos1[1]=Q_irand( 0, 60 ); // Pitch
}
gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone1, NPC->pos1, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
TIMER_Set( NPC, "syringeDelay", Q_irand( 100, 1000 ) );
}
// Scalpel
if ( TIMER_Done(NPC,"scalpelDelay") )
{
// Change pitch
if ( NPCInfo->localState == LSTATE_BLADEDOWN ) // Blade is moving down
{
NPC->pos2[0]-= 30;
if (NPC->pos2[0] < 180)
{
NPC->pos2[0] = 180;
NPCInfo->localState = LSTATE_BLADEUP; // Make it move up
}
}
else // Blade is coming back up
{
NPC->pos2[0]+= 30;
if (NPC->pos2[0] >= 360)
{
NPC->pos2[0] = 360;
NPCInfo->localState = LSTATE_BLADEDOWN; // Make it move down
TIMER_Set( NPC, "scalpelDelay", Q_irand( 100, 1000 ) );
}
}
NPC->pos2[0] = AngleNormalize360( NPC->pos2[0]);
gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone2, NPC->pos2, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
}
// Claw
NPC->pos3[1] += Q_irand( 10, 30 );
NPC->pos3[1] = AngleNormalize360( NPC->pos3[1]);
gi.G2API_SetBoneAnglesIndex( &NPC->ghoul2[NPC->playerModel], NPC->genericBone3, NPC->pos3, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, 0 );
}
#define VELOCITY_DECAY 0.85f
#define HUNTER_UPWARD_PUSH 2
/*
-------------------------
Interrogator_MaintainHeight
-------------------------
*/
void Interrogator_MaintainHeight( void )
{
float dif;
// vec3_t endPos;
// trace_t trace;
NPC->s.loopSound = G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_lp" );
// 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->enemy->maxs[2]) - NPC->currentOrigin[2];
// cap to prevent dramatic height shifts
if ( fabs( dif ) > 2 )
{
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;
}
}
}
// 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 HUNTER_STRAFE_VEL 32
#define HUNTER_STRAFE_DIS 200
/*
-------------------------
Interrogator_Strafe
-------------------------
*/
void Interrogator_Strafe( void )
{
int dir;
vec3_t end, right;
trace_t tr;
float dif;
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
if ( NPC->enemy )
{
// Find the height difference
dif = (NPC->enemy->currentOrigin[2] + 32) - NPC->currentOrigin[2];
// cap to prevent dramatic height shifts
if ( fabs( dif ) > 8 )
{
dif = ( dif < 0 ? -HUNTER_UPWARD_PUSH : HUNTER_UPWARD_PUSH );
}
NPC->client->ps.velocity[2] += dif;
}
// Set the strafe start time
NPC->fx_time = level.time;
NPCInfo->standTime = level.time + 3000 + Q_flrand(0.0f, 1.0f) * 500;
}
}
/*
-------------------------
Interrogator_Hunt
-------------------------`
*/
#define HUNTER_FORWARD_BASE_SPEED 10
#define HUNTER_FORWARD_MULTIPLIER 2
void Interrogator_Hunt( qboolean visible, qboolean advance )
{
float speed;
vec3_t forward;
Interrogator_PartsMove();
NPC_FaceEnemy(qfalse);
//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 )
{
Interrogator_Strafe();
if ( NPCInfo->standTime > level.time )
{//successfully strafed
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 );
VectorNormalize( forward );
}
speed = HUNTER_FORWARD_BASE_SPEED + HUNTER_FORWARD_MULTIPLIER * g_spskill->integer;
VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
}
#define MIN_DISTANCE 64
/*
-------------------------
Interrogator_Melee
-------------------------
*/
void Interrogator_Melee( qboolean visible, qboolean advance )
{
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
{
// Make sure that we are within the height range before we allow any damage to happen
if ( NPC->currentOrigin[2] >= NPC->enemy->currentOrigin[2]+NPC->enemy->mins[2] && NPC->currentOrigin[2]+NPC->mins[2]+8 < NPC->enemy->currentOrigin[2]+NPC->enemy->maxs[2] )
{
TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) );
G_Damage( NPC->enemy, NPC, NPC, 0, 0, 2, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
NPC->enemy->client->poisonDamage = 18;
NPC->enemy->client->poisonTime = level.time + 1000;
// Drug our enemy up and do the wonky vision thing
gentity_t *tent = G_TempEntity( NPC->enemy->currentOrigin, EV_DRUGGED );
tent->owner = NPC->enemy;
G_Sound( NPC, G_SoundIndex( "sound/chars/interrogator/misc/torture_droid_inject.mp3" ));
}
}
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
Interrogator_Hunt( visible, advance );
}
}
/*
-------------------------
Interrogator_Attack
-------------------------
*/
void Interrogator_Attack( void )
{
// Always keep a good height off the ground
Interrogator_MaintainHeight();
//randomly talk
if ( TIMER_Done(NPC,"patrolNoise") )
{
if (TIMER_Done(NPC,"angerNoise"))
{
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/probe/misc/talk.wav", 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 )
{
Interrogator_Idle();
return;
}
// Rate our distance to the target, and our visibilty
float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
qboolean visible = NPC_ClearLOS( NPC->enemy );
qboolean advance = (qboolean)(distance > MIN_DISTANCE*MIN_DISTANCE );
if ( !visible )
{
advance = qtrue;
}
if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
Interrogator_Hunt( visible, advance );
}
NPC_FaceEnemy( qtrue );
if (!advance)
{
Interrogator_Melee( visible, advance );
}
}
/*
-------------------------
Interrogator_Idle
-------------------------
*/
void Interrogator_Idle( void )
{
if ( NPC_CheckPlayerTeamStealth() )
{
G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/mark1/misc/anger.wav" );
NPC_UpdateAngles( qtrue, qtrue );
return;
}
Interrogator_MaintainHeight();
NPC_BSIdle();
}
/*
-------------------------
NPC_BSInterrogator_Default
-------------------------
*/
void NPC_BSInterrogator_Default( void )
{
//NPC->e_DieFunc = dieF_Interrogator_die;
if ( NPC->enemy )
{
Interrogator_Attack();
}
else
{
Interrogator_Idle();
}
}