/* =========================================================================== 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 . =========================================================================== */ #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(); }