mirror of
https://github.com/DrBeef/JKXR.git
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457 lines
12 KiB
C++
457 lines
12 KiB
C++
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/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "b_local.h"
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#include "g_nav.h"
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#include "anims.h"
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#include "g_navigator.h"
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#include "wp_saber.h"
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extern void WP_DeactivateSaber( gentity_t *self, qboolean clearLength = qfalse );
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extern int PM_AnimLength( int index, animNumber_t anim );
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qboolean NPC_CheckPlayerTeamStealth( void );
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static qboolean enemyLOS;
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static qboolean enemyCS;
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static qboolean faceEnemy;
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static qboolean doMove;
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static qboolean shoot;
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static float enemyDist;
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/*
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void NPC_SaberDroid_PlayConfusionSound( gentity_t *self )
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{//FIXME: make this a custom sound in sound set
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if ( self->health > 0 )
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{
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G_AddVoiceEvent( self, Q_irand(EV_CONFUSE1, EV_CONFUSE3), 2000 );
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}
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//reset him to be totally unaware again
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TIMER_Set( self, "enemyLastVisible", 0 );
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TIMER_Set( self, "flee", 0 );
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self->NPC->squadState = SQUAD_IDLE;
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self->NPC->tempBehavior = BS_DEFAULT;
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//self->NPC->behaviorState = BS_PATROL;
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G_ClearEnemy( self );//FIXME: or just self->enemy = NULL;?
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self->NPC->investigateCount = 0;
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}
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*/
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/*
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-------------------------
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ST_Move
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-------------------------
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*/
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static qboolean SaberDroid_Move( void )
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{
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NPCInfo->combatMove = qtrue;//always doMove straight toward our goal
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UpdateGoal();
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if ( !NPCInfo->goalEntity )
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{
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NPCInfo->goalEntity = NPC->enemy;
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}
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NPCInfo->goalRadius = 30.0f;
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qboolean moved = NPC_MoveToGoal( qtrue );
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// navInfo_t info;
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//Get the doMove info
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// NAV_GetLastMove( info );
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//FIXME: if we bump into another one of our guys and can't get around him, just stop!
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//If we hit our target, then stop and fire!
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// if ( info.flags & NIF_COLLISION )
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// {
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// if ( info.blocker == NPC->enemy )
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// {
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// SaberDroid_HoldPosition();
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// }
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// }
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//If our doMove failed, then reset
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/*
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if ( moved == qfalse )
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{//couldn't get to enemy
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//just hang here
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SaberDroid_HoldPosition();
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}
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*/
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return moved;
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}
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/*
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-------------------------
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NPC_BSSaberDroid_Patrol
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-------------------------
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*/
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void NPC_BSSaberDroid_Patrol( void )
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{//FIXME: pick up on bodies of dead buddies?
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if ( NPCInfo->confusionTime < level.time )
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{
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//Look for any enemies
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if ( NPCInfo->scriptFlags&SCF_LOOK_FOR_ENEMIES )
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{
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if ( NPC_CheckPlayerTeamStealth() )
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{
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//NPCInfo->behaviorState = BS_HUNT_AND_KILL;//should be automatic now
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//NPC_AngerSound();
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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}
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}
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if ( !(NPCInfo->scriptFlags&SCF_IGNORE_ALERTS) )
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{
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//Is there danger nearby
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int alertEvent = NPC_CheckAlertEvents( qtrue, qtrue, -1, qfalse, AEL_SUSPICIOUS );
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//There is an event to look at
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if ( alertEvent >= 0 )//&& level.alertEvents[alertEvent].ID != NPCInfo->lastAlertID )
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{
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//NPCInfo->lastAlertID = level.alertEvents[alertEvent].ID;
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if ( level.alertEvents[alertEvent].level >= AEL_DISCOVERED )
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{
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if ( level.alertEvents[alertEvent].owner &&
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level.alertEvents[alertEvent].owner->client &&
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level.alertEvents[alertEvent].owner->health >= 0 &&
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level.alertEvents[alertEvent].owner->client->playerTeam == NPC->client->enemyTeam )
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{//an enemy
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G_SetEnemy( NPC, level.alertEvents[alertEvent].owner );
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//NPCInfo->enemyLastSeenTime = level.time;
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TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2500 ) );
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}
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}
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else
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{//FIXME: get more suspicious over time?
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//Save the position for movement (if necessary)
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VectorCopy( level.alertEvents[alertEvent].position, NPCInfo->investigateGoal );
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NPCInfo->investigateDebounceTime = level.time + Q_irand( 500, 1000 );
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if ( level.alertEvents[alertEvent].level == AEL_SUSPICIOUS )
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{//suspicious looks longer
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NPCInfo->investigateDebounceTime += Q_irand( 500, 2500 );
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}
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}
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}
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if ( NPCInfo->investigateDebounceTime > level.time )
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{//FIXME: walk over to it, maybe? Not if not chase enemies
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//NOTE: stops walking or doing anything else below
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vec3_t dir, angles;
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float o_yaw, o_pitch;
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VectorSubtract( NPCInfo->investigateGoal, NPC->client->renderInfo.eyePoint, dir );
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vectoangles( dir, angles );
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o_yaw = NPCInfo->desiredYaw;
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o_pitch = NPCInfo->desiredPitch;
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NPCInfo->desiredYaw = angles[YAW];
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NPCInfo->desiredPitch = angles[PITCH];
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NPC_UpdateAngles( qtrue, qtrue );
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NPCInfo->desiredYaw = o_yaw;
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NPCInfo->desiredPitch = o_pitch;
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return;
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}
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}
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}
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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ucmd.buttons |= BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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else if ( !NPC->client->ps.weaponTime
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&& TIMER_Done( NPC, "attackDelay" )
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&& TIMER_Done( NPC, "inactiveDelay" ) )
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{
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if ( NPC->client->ps.SaberActive() )
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{
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WP_DeactivateSaber( NPC, qfalse );
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURNOFF, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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int SaberDroid_PowerLevelForSaberAnim( gentity_t *self )
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{
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switch ( self->client->ps.legsAnim )
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{
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case BOTH_A2_TR_BL:
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if ( self->client->ps.torsoAnimTimer <= 200 )
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{//end of anim
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return FORCE_LEVEL_0;
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}
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else if ( PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client->ps.torsoAnimTimer < 200 )
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{//beginning of anim
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return FORCE_LEVEL_0;
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}
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return FORCE_LEVEL_2;
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break;
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case BOTH_A1_BL_TR:
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if ( self->client->ps.torsoAnimTimer <= 300 )
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{//end of anim
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return FORCE_LEVEL_0;
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}
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else if ( PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client->ps.torsoAnimTimer < 200 )
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{//beginning of anim
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return FORCE_LEVEL_0;
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}
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return FORCE_LEVEL_1;
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break;
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case BOTH_A1__L__R:
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if ( self->client->ps.torsoAnimTimer <= 250 )
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{//end of anim
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return FORCE_LEVEL_0;
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}
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else if ( PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client->ps.torsoAnimTimer < 150 )
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{//beginning of anim
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return FORCE_LEVEL_0;
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}
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return FORCE_LEVEL_1;
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break;
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case BOTH_A3__L__R:
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if ( self->client->ps.torsoAnimTimer <= 200 )
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{//end of anim
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return FORCE_LEVEL_0;
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}
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else if ( PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t)self->client->ps.legsAnim ) - self->client->ps.torsoAnimTimer < 300 )
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{//beginning of anim
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return FORCE_LEVEL_0;
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}
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return FORCE_LEVEL_3;
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break;
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}
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return FORCE_LEVEL_0;
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}
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/*
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-------------------------
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NPC_BSSaberDroid_Attack
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-------------------------
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*/
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void NPC_SaberDroid_PickAttack( void )
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{
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int attackAnim = Q_irand( 0, 3 );
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switch ( attackAnim )
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{
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case 0:
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default:
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attackAnim = BOTH_A2_TR_BL;
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NPC->client->ps.saberMove = LS_A_TR2BL;
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NPC->client->ps.saberAnimLevel = SS_MEDIUM;
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break;
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case 1:
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attackAnim = BOTH_A1_BL_TR;
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NPC->client->ps.saberMove = LS_A_BL2TR;
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NPC->client->ps.saberAnimLevel = SS_FAST;
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break;
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case 2:
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attackAnim = BOTH_A1__L__R;
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NPC->client->ps.saberMove = LS_A_L2R;
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NPC->client->ps.saberAnimLevel = SS_FAST;
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break;
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case 3:
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attackAnim = BOTH_A3__L__R;
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NPC->client->ps.saberMove = LS_A_L2R;
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NPC->client->ps.saberAnimLevel = SS_STRONG;
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break;
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}
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NPC->client->ps.saberBlocking = saberMoveData[NPC->client->ps.saberMove].blocking;
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if ( saberMoveData[NPC->client->ps.saberMove].trailLength > 0 )
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{
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NPC->client->ps.SaberActivateTrail( saberMoveData[NPC->client->ps.saberMove].trailLength ); // saber trail lasts for 75ms...feel free to change this if you want it longer or shorter
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}
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else
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{
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NPC->client->ps.SaberDeactivateTrail( 0 );
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}
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NPC_SetAnim( NPC, SETANIM_BOTH, attackAnim, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
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NPC->client->ps.torsoAnim = NPC->client->ps.legsAnim;//need to do this because we have no anim split but saber code checks torsoAnim
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NPC->client->ps.weaponTime = NPC->client->ps.torsoAnimTimer = NPC->client->ps.legsAnimTimer;
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NPC->client->ps.weaponstate = WEAPON_FIRING;
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}
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void NPC_BSSaberDroid_Attack( void )
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{
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//Don't do anything if we're hurt
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if ( NPC->painDebounceTime > level.time )
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{
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NPC_UpdateAngles( qtrue, qtrue );
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return;
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}
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//NPC_CheckEnemy( qtrue, qfalse );
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//If we don't have an enemy, just idle
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if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
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{
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NPC->enemy = NULL;
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NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
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return;
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}
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if ( !NPC->enemy )
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{//WTF? somehow we lost our enemy?
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NPC_BSSaberDroid_Patrol();//FIXME: or patrol?
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return;
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}
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enemyLOS = enemyCS = qfalse;
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doMove = qtrue;
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faceEnemy = qfalse;
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shoot = qfalse;
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enemyDist = DistanceSquared( NPC->enemy->currentOrigin, NPC->currentOrigin );
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//can we see our target?
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if ( NPC_ClearLOS( NPC->enemy ) )
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{
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NPCInfo->enemyLastSeenTime = level.time;
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enemyLOS = qtrue;
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if ( enemyDist <= 4096 && InFOV( NPC->enemy->currentOrigin, NPC->currentOrigin, NPC->client->ps.viewangles, 90, 45 ) )//within 64 & infront
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{
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VectorCopy( NPC->enemy->currentOrigin, NPCInfo->enemyLastSeenLocation );
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enemyCS = qtrue;
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}
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}
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/*
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else if ( gi.inPVS( NPC->enemy->currentOrigin, NPC->currentOrigin ) )
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{
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NPCInfo->enemyLastSeenTime = level.time;
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faceEnemy = qtrue;
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}
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*/
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if ( enemyLOS )
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{//FIXME: no need to face enemy if we're moving to some other goal and he's too far away to shoot?
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faceEnemy = qtrue;
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}
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if ( !TIMER_Done( NPC, "taunting" ) )
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{
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doMove = qfalse;
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}
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else if ( enemyCS )
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{
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shoot = qtrue;
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if ( enemyDist < (NPC->maxs[0]+NPC->enemy->maxs[0]+32)*(NPC->maxs[0]+NPC->enemy->maxs[0]+32) )
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{//close enough
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doMove = qfalse;
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}
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}//this should make him chase enemy when out of range...?
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if ( NPC->client->ps.legsAnimTimer
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&& NPC->client->ps.legsAnim != BOTH_A3__L__R )//this one is a running attack
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{//in the middle of a held, stationary anim, can't doMove
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doMove = qfalse;
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}
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if ( doMove )
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{//doMove toward goal
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doMove = SaberDroid_Move();
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if ( doMove )
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{//if we had to chase him, be sure to attack as soon as possible
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TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime );
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}
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}
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if ( !faceEnemy )
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{//we want to face in the dir we're running
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if ( doMove )
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{//don't run away and shoot
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NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
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NPCInfo->desiredPitch = 0;
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shoot = qfalse;
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}
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NPC_UpdateAngles( qtrue, qtrue );
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}
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else// if ( faceEnemy )
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{//face the enemy
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NPC_FaceEnemy();
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}
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if ( NPCInfo->scriptFlags&SCF_DONT_FIRE )
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{
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shoot = qfalse;
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}
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//FIXME: need predicted blocking?
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//FIXME: don't shoot right away!
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if ( shoot )
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{//try to shoot if it's time
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if ( TIMER_Done( NPC, "attackDelay" ) )
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{
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if( !(NPCInfo->scriptFlags & SCF_FIRE_WEAPON) ) // we've already fired, no need to do it again here
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{
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NPC_SaberDroid_PickAttack();
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if ( NPCInfo->rank > RANK_CREWMAN )
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{
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TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand(0, 1000) );
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}
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else
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{
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TIMER_Set( NPC, "attackDelay", NPC->client->ps.weaponTime+Q_irand( 0, 1000 )+(Q_irand( 0, (3-g_spskill->integer)*2 )*500) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void NPC_BSSD_Default( void )
|
||
|
{
|
||
|
if( !NPC->enemy )
|
||
|
{//don't have an enemy, look for one
|
||
|
NPC_BSSaberDroid_Patrol();
|
||
|
}
|
||
|
else//if ( NPC->enemy )
|
||
|
{//have an enemy
|
||
|
if ( !NPC->client->ps.SaberActive() )
|
||
|
{
|
||
|
NPC->client->ps.SaberActivate();
|
||
|
if ( NPC->client->ps.legsAnim == BOTH_TURNOFF
|
||
|
|| NPC->client->ps.legsAnim == BOTH_STAND1 )
|
||
|
{
|
||
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURNON, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NPC_BSSaberDroid_Attack();
|
||
|
TIMER_Set( NPC, "inactiveDelay", Q_irand( 2000, 4000 ) );
|
||
|
}
|
||
|
if ( !NPC->client->ps.weaponTime )
|
||
|
{
|
||
|
NPC->client->ps.saberMove = LS_READY;
|
||
|
NPC->client->ps.saberBlocking = saberMoveData[LS_READY].blocking;
|
||
|
NPC->client->ps.SaberDeactivateTrail( 0 );
|
||
|
NPC->client->ps.saberAnimLevel = SS_MEDIUM;
|
||
|
NPC->client->ps.weaponstate = WEAPON_READY;
|
||
|
}
|
||
|
}
|