mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-11 13:11:58 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
474 lines
No EOL
12 KiB
C++
474 lines
No EOL
12 KiB
C++
/*
|
|
===========================================================================
|
|
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();
|
|
} |