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- // leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
- #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 Remote_Strafe( void );
- #define VELOCITY_DECAY 0.85f
- //Local state enums
- enum
- {
- LSTATE_NONE = 0,
- };
- void Remote_Idle( void );
- void NPC_Remote_Precache(void)
- {
- G_SoundIndex("sound/chars/remote/misc/fire.wav");
- G_SoundIndex( "sound/chars/remote/misc/hiss.wav");
- G_EffectIndex( "env/small_explode");
- }
- /*
- -------------------------
- NPC_Remote_Pain
- -------------------------
- */
- void NPC_Remote_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
- {
- SaveNPCGlobals();
- SetNPCGlobals( self );
- Remote_Strafe();
- RestoreNPCGlobals();
- NPC_Pain( self, inflictor, other, point, damage, mod );
- }
- /*
- -------------------------
- Remote_MaintainHeight
- -------------------------
- */
- void Remote_MaintainHeight( void )
- {
- float dif;
- // Update our angles regardless
- NPC_UpdateAngles( qtrue, qtrue );
- 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;
- }
- }
- // 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_irand( 0, 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 );
- }
- dif *= 10;
- NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
- NPC->fx_time = level.time;
- G_Sound( NPC, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
- }
- }
- }
- 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 )
- {
- dif = ( dif < 0 ? -24 : 24 );
- NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
- }
- }
- }
- // 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 REMOTE_STRAFE_VEL 256
- #define REMOTE_STRAFE_DIS 200
- #define REMOTE_UPWARD_PUSH 32
- /*
- -------------------------
- Remote_Strafe
- -------------------------
- */
- void Remote_Strafe( void )
- {
- int dir;
- vec3_t end, right;
- trace_t tr;
- 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, REMOTE_STRAFE_DIS * dir, right, end );
- gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID );
- // Close enough
- if ( tr.fraction > 0.9f )
- {
- VectorMA( NPC->client->ps.velocity, REMOTE_STRAFE_VEL * dir, right, NPC->client->ps.velocity );
- G_Sound( NPC, G_SoundIndex("sound/chars/remote/misc/hiss.wav"));
- // Add a slight upward push
- NPC->client->ps.velocity[2] += REMOTE_UPWARD_PUSH;
- // Set the strafe start time so we can do a controlled roll
- NPC->fx_time = level.time;
- NPCInfo->standTime = level.time + 3000 + random() * 500;
- }
- }
- #define REMOTE_FORWARD_BASE_SPEED 10
- #define REMOTE_FORWARD_MULTIPLIER 5
- /*
- -------------------------
- Remote_Hunt
- -------------------------
- */
- void Remote_Hunt( qboolean visible, qboolean advance, qboolean retreat )
- {
- float distance, speed;
- vec3_t forward;
- //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 )
- {
- Remote_Strafe();
- return;
- }
- }
- //If we don't want to advance, stop here
- if ( advance == qfalse && visible == qtrue )
- 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 );
- distance = VectorNormalize( forward );
- }
- speed = REMOTE_FORWARD_BASE_SPEED + REMOTE_FORWARD_MULTIPLIER * g_spskill->integer;
- if ( retreat == qtrue )
- {
- speed *= -1;
- }
- VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
- }
- /*
- -------------------------
- Remote_Fire
- -------------------------
- */
- void Remote_Fire (void)
- {
- vec3_t delta1, enemy_org1, muzzle1;
- vec3_t angleToEnemy1;
- static vec3_t forward, vright, up;
- static vec3_t muzzle;
- gentity_t *missile;
- CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
- VectorCopy( NPC->currentOrigin, muzzle1 );
-
- VectorSubtract (enemy_org1, muzzle1, delta1);
- vectoangles ( delta1, angleToEnemy1 );
- AngleVectors (angleToEnemy1, forward, vright, up);
- missile = CreateMissile( NPC->currentOrigin, forward, 1000, 10000, NPC );
- G_PlayEffect( "bryar/muzzle_flash", NPC->currentOrigin, forward );
- missile->classname = "briar";
- missile->s.weapon = WP_BRYAR_PISTOL;
- missile->damage = 10;
- missile->dflags = DAMAGE_DEATH_KNOCKBACK;
- missile->methodOfDeath = MOD_ENERGY;
- missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
- }
- /*
- -------------------------
- Remote_Ranged
- -------------------------
- */
- void Remote_Ranged( qboolean visible, qboolean advance, qboolean retreat )
- {
- if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
- {
- TIMER_Set( NPC, "attackDelay", Q_irand( 500, 3000 ) );
- Remote_Fire();
- }
- if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
- {
- Remote_Hunt( visible, advance, retreat );
- }
- }
- #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 )
- /*
- -------------------------
- Remote_Attack
- -------------------------
- */
- void Remote_Attack( void )
- {
- if ( TIMER_Done(NPC,"spin") )
- {
- TIMER_Set( NPC, "spin", Q_irand( 250, 1500 ) );
- NPCInfo->desiredYaw += Q_irand( -200, 200 );
- }
- // Always keep a good height off the ground
- Remote_MaintainHeight();
- // If we don't have an enemy, just idle
- if ( NPC_CheckEnemyExt() == qfalse )
- {
- Remote_Idle();
- return;
- }
- // Rate our distance to the target, and our visibilty
- float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
- // distance_e distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
- qboolean visible = NPC_ClearLOS( NPC->enemy );
- float idealDist = MIN_DISTANCE_SQR+(MIN_DISTANCE_SQR*Q_flrand( 0, 1 ));
- qboolean advance = (qboolean)(distance > idealDist*1.25);
- qboolean retreat = (qboolean)(distance < idealDist*0.75);
- // If we cannot see our target, move to see it
- if ( visible == qfalse )
- {
- if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
- {
- Remote_Hunt( visible, advance, retreat );
- return;
- }
- }
- Remote_Ranged( visible, advance, retreat );
- }
- /*
- -------------------------
- Remote_Idle
- -------------------------
- */
- void Remote_Idle( void )
- {
- Remote_MaintainHeight();
- NPC_BSIdle();
- }
- /*
- -------------------------
- Remote_Patrol
- -------------------------
- */
- void Remote_Patrol( void )
- {
- Remote_MaintainHeight();
- //If we have somewhere to go, then do that
- if (!NPC->enemy)
- {
- if ( UpdateGoal() )
- {
- //start loop sound once we move
- ucmd.buttons |= BUTTON_WALKING;
- NPC_MoveToGoal( qtrue );
- }
- }
- NPC_UpdateAngles( qtrue, qtrue );
- }
- /*
- -------------------------
- NPC_BSRemote_Default
- -------------------------
- */
- void NPC_BSRemote_Default( void )
- {
- if ( NPC->enemy )
- {
- Remote_Attack();
- }
- else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
- {
- Remote_Patrol();
- }
- else
- {
- Remote_Idle();
- }
- }
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