jkxr/Projects/Android/jni/OpenJK/codemp/game/NPC_AI_Seeker.c

597 lines
15 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 "b_local.h"
#include "g_nav.h"
extern void Boba_FireDecide( void );
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 *attacker, int damage)
{
if ( !(self->NPC->aiFlags&NPCAI_CUSTOM_GRAVITY ))
{
G_Damage( self, NULL, NULL, (float*)vec3_origin, (float*)vec3_origin, 999, 0, MOD_FALLING );
}
SaveNPCGlobals();
SetNPCGlobals( self );
Seeker_Strafe();
RestoreNPCGlobals();
NPC_Pain( self, attacker, damage );
}
//------------------------------------
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 ( NPCS.NPC->enemy )
{
if (TIMER_Done( NPCS.NPC, "heightChange" ))
{
float difFactor;
TIMER_Set( NPCS.NPC,"heightChange",Q_irand( 1000, 3000 ));
// Find the height difference
dif = (NPCS.NPC->enemy->r.currentOrigin[2] + flrand( NPCS.NPC->enemy->r.maxs[2]/2, NPCS.NPC->enemy->r.maxs[2]+8 )) - NPCS.NPC->r.currentOrigin[2];
difFactor = 1.0f;
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
if ( TIMER_Done( NPCS.NPC, "flameTime" ) )
{
difFactor = 10.0f;
}
}
// cap to prevent dramatic height shifts
if ( fabs( dif ) > 2*difFactor )
{
if ( fabs( dif ) > 24*difFactor )
{
dif = ( dif < 0 ? -24*difFactor : 24*difFactor );
}
NPCS.NPC->client->ps.velocity[2] = (NPCS.NPC->client->ps.velocity[2]+dif)/2;
}
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
NPCS.NPC->client->ps.velocity[2] *= flrand( 0.85f, 3.0f );
}
}
}
else
{
gentity_t *goal = NULL;
if ( NPCS.NPCInfo->goalEntity ) // Is there a goal?
{
goal = NPCS.NPCInfo->goalEntity;
}
else
{
goal = NPCS.NPCInfo->lastGoalEntity;
}
if ( goal )
{
dif = goal->r.currentOrigin[2] - NPCS.NPC->r.currentOrigin[2];
if ( fabs( dif ) > 24 )
{
NPCS.ucmd.upmove = ( NPCS.ucmd.upmove < 0 ? -4 : 4 );
}
else
{
if ( NPCS.NPC->client->ps.velocity[2] )
{
NPCS.NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
if ( fabs( NPCS.NPC->client->ps.velocity[2] ) < 2 )
{
NPCS.NPC->client->ps.velocity[2] = 0;
}
}
}
}
}
// Apply friction
if ( NPCS.NPC->client->ps.velocity[0] )
{
NPCS.NPC->client->ps.velocity[0] *= VELOCITY_DECAY;
if ( fabs( NPCS.NPC->client->ps.velocity[0] ) < 1 )
{
NPCS.NPC->client->ps.velocity[0] = 0;
}
}
if ( NPCS.NPC->client->ps.velocity[1] )
{
NPCS.NPC->client->ps.velocity[1] *= VELOCITY_DECAY;
if ( fabs( NPCS.NPC->client->ps.velocity[1] ) < 1 )
{
NPCS.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 || !NPCS.NPC->enemy || !NPCS.NPC->enemy->client )
{
// Do a regular style strafe
AngleVectors( NPCS.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( NPCS.NPC->r.currentOrigin, SEEKER_STRAFE_DIS * side, right, end );
trap->Trace( &tr, NPCS.NPC->r.currentOrigin, NULL, NULL, end, NPCS.NPC->s.number, MASK_SOLID, qfalse, 0, 0 );
// Close enough
if ( tr.fraction > 0.9f )
{
float vel = SEEKER_STRAFE_VEL;
float upPush = SEEKER_UPWARD_PUSH;
if ( NPCS.NPC->client->NPC_class != CLASS_BOBAFETT )
{
G_Sound( NPCS.NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
}
else
{
vel *= 3.0f;
upPush *= 4.0f;
}
VectorMA( NPCS.NPC->client->ps.velocity, vel*side, right, NPCS.NPC->client->ps.velocity );
// Add a slight upward push
NPCS.NPC->client->ps.velocity[2] += upPush;
NPCS.NPCInfo->standTime = level.time + 1000 + Q_flrand(0.0f, 1.0f) * 500;
}
}
else
{
float stDis;
// Do a strafe to try and keep on the side of their enemy
AngleVectors( NPCS.NPC->enemy->client->renderInfo.eyeAngles, dir, right, NULL );
// Pick a random side
side = ( rand() & 1 ) ? -1 : 1;
stDis = SEEKER_STRAFE_DIS;
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
stDis *= 2.0f;
}
VectorMA( NPCS.NPC->enemy->r.currentOrigin, stDis * 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 );
trap->Trace( &tr, NPCS.NPC->r.currentOrigin, NULL, NULL, end, NPCS.NPC->s.number, MASK_SOLID, qfalse, 0, 0 );
// Close enough
if ( tr.fraction > 0.9f )
{
float dis, upPush;
VectorSubtract( tr.endpos, NPCS.NPC->r.currentOrigin, dir );
dir[2] *= 0.25; // do less upward change
dis = VectorNormalize( dir );
// Try to move the desired enemy side
VectorMA( NPCS.NPC->client->ps.velocity, dis, dir, NPCS.NPC->client->ps.velocity );
upPush = SEEKER_UPWARD_PUSH;
if ( NPCS.NPC->client->NPC_class != CLASS_BOBAFETT )
{
G_Sound( NPCS.NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
}
else
{
upPush *= 4.0f;
}
// Add a slight upward push
NPCS.NPC->client->ps.velocity[2] += upPush;
NPCS.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 ( NPCS.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
NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
NPCS.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( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, forward );
/*distance = */VectorNormalize( forward );
}
speed = SEEKER_FORWARD_BASE_SPEED + SEEKER_FORWARD_MULTIPLIER * g_npcspskill.integer;
VectorMA( NPCS.NPC->client->ps.velocity, speed, forward, NPCS.NPC->client->ps.velocity );
}
//------------------------------------
void Seeker_Fire( void )
{
vec3_t dir, enemy_org, muzzle;
gentity_t *missile;
CalcEntitySpot( NPCS.NPC->enemy, SPOT_HEAD, enemy_org );
VectorSubtract( enemy_org, NPCS.NPC->r.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( NPCS.NPC->r.currentOrigin, 15, dir, muzzle );
missile = CreateMissile( muzzle, dir, 1000, 10000, NPCS.NPC, qfalse );
G_PlayEffectID( G_EffectIndex("blaster/muzzle_flash"), NPCS.NPC->r.currentOrigin, dir );
missile->classname = "blaster";
missile->s.weapon = WP_BLASTER;
missile->damage = 5;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BLASTER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
if ( NPCS.NPC->r.ownerNum < ENTITYNUM_NONE )
{
missile->r.ownerNum = NPCS.NPC->r.ownerNum;
}
}
//------------------------------------
void Seeker_Ranged( qboolean visible, qboolean advance )
{
if ( NPCS.NPC->client->NPC_class != CLASS_BOBAFETT )
{
if ( NPCS.NPC->count > 0 )
{
if ( TIMER_Done( NPCS.NPC, "attackDelay" )) // Attack?
{
TIMER_Set( NPCS.NPC, "attackDelay", Q_irand( 250, 2500 ));
Seeker_Fire();
NPCS.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( NPCS.NPC, NPCS.NPC, NPCS.NPC, NULL, NULL, 999, 0, MOD_UNKNOWN );
}
}
if ( NPCS.NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
{
Seeker_Hunt( visible, advance );
}
}
//------------------------------------
void Seeker_Attack( void )
{
float distance;
qboolean visible, advance;
// Always keep a good height off the ground
Seeker_MaintainHeight();
// Rate our distance to the target, and our visibilty
distance = DistanceHorizontalSquared( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin );
visible = NPC_ClearLOS4( NPCS.NPC->enemy );
advance = (qboolean)(distance > MIN_DISTANCE_SQR);
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
advance = (qboolean)(distance>(200.0f*200.0f));
}
// If we cannot see our target, move to see it
if ( visible == qfalse )
{
if ( NPCS.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;
int entityList[MAX_GENTITIES];
gentity_t *ent, *best = NULL;
int i;
VectorSet( maxs, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS );
VectorScale( maxs, -1, mins );
numFound = trap->EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( i = 0 ; i < numFound ; i++ )
{
ent = &g_entities[entityList[i]];
if ( ent->s.number == NPCS.NPC->s.number
|| !ent->client //&& || !ent->NPC
|| ent->health <= 0
|| !ent->inuse )
{
continue;
}
if ( ent->client->playerTeam == NPCS.NPC->client->playerTeam || ent->client->playerTeam == NPCTEAM_NEUTRAL ) // don't attack same team or bots
{
continue;
}
// try to find the closest visible one
if ( !NPC_ClearLOS4( ent ))
{
continue;
}
dis = DistanceHorizontalSquared( NPCS.NPC->r.currentOrigin, ent->r.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.
NPCS.NPC->random = Q_flrand(0.0f, 1.0f) * 6.3f; // roughly 2pi
NPCS.NPC->enemy = best;
}
}
//------------------------------------
void Seeker_FollowOwner( void )
{
float dis, minDistSqr;
vec3_t pt, dir;
gentity_t *owner = &g_entities[NPCS.NPC->s.owner];
Seeker_MaintainHeight();
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
owner = NPCS.NPC->enemy;
}
if ( !owner || owner == NPCS.NPC || !owner->client )
{
return;
}
//rwwFIXMEFIXME: Care about all clients not just 0
dis = DistanceHorizontalSquared( NPCS.NPC->r.currentOrigin, owner->r.currentOrigin );
minDistSqr = MIN_DISTANCE_SQR;
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
if ( TIMER_Done( NPCS.NPC, "flameTime" ) )
{
minDistSqr = 200*200;
}
}
if ( dis < minDistSqr )
{
// generally circle the player closely till we take an enemy..this is our target point
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
pt[0] = owner->r.currentOrigin[0] + cos( level.time * 0.001f + NPCS.NPC->random ) * 250;
pt[1] = owner->r.currentOrigin[1] + sin( level.time * 0.001f + NPCS.NPC->random ) * 250;
if ( NPCS.NPC->client->jetPackTime < level.time )
{
pt[2] = NPCS.NPC->r.currentOrigin[2] - 64;
}
else
{
pt[2] = owner->r.currentOrigin[2] + 200;
}
}
else
{
pt[0] = owner->r.currentOrigin[0] + cos( level.time * 0.001f + NPCS.NPC->random ) * 56;
pt[1] = owner->r.currentOrigin[1] + sin( level.time * 0.001f + NPCS.NPC->random ) * 56;
pt[2] = owner->r.currentOrigin[2] + 40;
}
VectorSubtract( pt, NPCS.NPC->r.currentOrigin, dir );
VectorMA( NPCS.NPC->client->ps.velocity, 0.8f, dir, NPCS.NPC->client->ps.velocity );
}
else
{
if ( NPCS.NPC->client->NPC_class != CLASS_BOBAFETT )
{
if ( TIMER_Done( NPCS.NPC, "seekerhiss" ))
{
TIMER_Set( NPCS.NPC, "seekerhiss", 1000 + Q_flrand(0.0f, 1.0f) * 1000 );
G_Sound( NPCS.NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
}
}
// Hey come back!
NPCS.NPCInfo->goalEntity = owner;
NPCS.NPCInfo->goalRadius = 32;
NPC_MoveToGoal( qtrue );
NPCS.NPC->parent = owner;
}
if ( NPCS.NPCInfo->enemyCheckDebounceTime < level.time )
{
// check twice a second to find a new enemy
Seeker_FindEnemy();
NPCS.NPCInfo->enemyCheckDebounceTime = level.time + 500;
}
NPC_UpdateAngles( qtrue, qtrue );
}
//------------------------------------
void NPC_BSSeeker_Default( void )
{
/*
if ( in_camera )
{
if ( NPC->client->NPC_class != CLASS_BOBAFETT )
{
// cameras make me commit suicide....
G_Damage( NPC, NPC, NPC, NULL, NULL, 999, 0, MOD_UNKNOWN );
}
}
*/
//N/A for MP.
if ( NPCS.NPC->r.ownerNum < ENTITYNUM_NONE )
{
//OJKFIXME: clientnum 0
gentity_t *owner = &g_entities[0];
if ( owner->health <= 0
|| (owner->client && owner->client->pers.connected == CON_DISCONNECTED) )
{//owner is dead or gone
//remove me
G_Damage( NPCS.NPC, NULL, NULL, NULL, NULL, 10000, DAMAGE_NO_PROTECTION, MOD_TELEFRAG );
return;
}
}
if ( NPCS.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.
NPCS.NPC->random = Q_flrand(0.0f, 1.0f) * 6.3f; // roughly 2pi
}
if ( NPCS.NPC->enemy && NPCS.NPC->enemy->health && NPCS.NPC->enemy->inuse )
{
//OJKFIXME: clientnum 0
if ( NPCS.NPC->client->NPC_class != CLASS_BOBAFETT && ( NPCS.NPC->enemy->s.number == 0 || ( NPCS.NPC->enemy->client && NPCS.NPC->enemy->client->NPC_class == CLASS_SEEKER )) )
{
//hacked to never take the player as an enemy, even if the player shoots at it
NPCS.NPC->enemy = NULL;
}
else
{
Seeker_Attack();
if ( NPCS.NPC->client->NPC_class == CLASS_BOBAFETT )
{
Boba_FireDecide();
}
return;
}
}
// In all other cases, follow the player and look for enemies to take on
Seeker_FollowOwner();
}