codemp/game/NPC_AI_Mark2.c

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00001 #include "b_local.h"
00002 #include "g_nav.h"
00003 
00004 //#define AMMO_POD_HEALTH                               40
00005 #define AMMO_POD_HEALTH                         1
00006 #define TURN_OFF                                        0x00000100
00007 
00008 #define VELOCITY_DECAY          0.25
00009 #define MAX_DISTANCE            256
00010 #define MAX_DISTANCE_SQR        ( MAX_DISTANCE * MAX_DISTANCE )
00011 #define MIN_DISTANCE            24
00012 #define MIN_DISTANCE_SQR        ( MIN_DISTANCE * MIN_DISTANCE )
00013 
00014 #include "../namespace_begin.h"
00015 extern gitem_t  *BG_FindItemForAmmo( ammo_t ammo );
00016 #include "../namespace_end.h"
00017 
00018 //Local state enums
00019 enum
00020 {
00021         LSTATE_NONE = 0,
00022         LSTATE_DROPPINGDOWN,
00023         LSTATE_DOWN,
00024         LSTATE_RISINGUP,
00025 };
00026 
00027 void NPC_Mark2_Precache( void )
00028 {
00029         G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );// blows up on death
00030         G_SoundIndex( "sound/chars/mark2/misc/mark2_pain" );
00031         G_SoundIndex( "sound/chars/mark2/misc/mark2_fire" );
00032         G_SoundIndex( "sound/chars/mark2/misc/mark2_move_lp" );
00033 
00034         G_EffectIndex( "explosions/droidexplosion1" );
00035         G_EffectIndex( "env/med_explode2" );
00036         G_EffectIndex( "blaster/smoke_bolton" );
00037         G_EffectIndex( "bryar/muzzle_flash" );
00038 
00039         RegisterItem( BG_FindItemForWeapon( WP_BRYAR_PISTOL ));
00040         RegisterItem( BG_FindItemForAmmo(       AMMO_METAL_BOLTS));
00041         RegisterItem( BG_FindItemForAmmo( AMMO_POWERCELL ));
00042         RegisterItem( BG_FindItemForAmmo( AMMO_BLASTER ));
00043 }
00044 
00045 /*
00046 -------------------------
00047 NPC_Mark2_Part_Explode
00048 -------------------------
00049 */
00050 void NPC_Mark2_Part_Explode( gentity_t *self, int bolt )
00051 {
00052         if ( bolt >=0 )
00053         {
00054                 mdxaBone_t      boltMatrix;
00055                 vec3_t          org, dir;
00056 
00057                 trap_G2API_GetBoltMatrix( self->ghoul2, 0, 
00058                                         bolt,
00059                                         &boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time,
00060                                         NULL, self->modelScale );
00061 
00062                 BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org );
00063                 BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir );
00064 
00065                 G_PlayEffectID( G_EffectIndex("env/med_explode2"), org, dir );
00066                 G_PlayEffectID( G_EffectIndex("blaster/smoke_bolton"), org, dir );
00067         }
00068 
00069         //G_PlayEffectID( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, bolt, self->s.number);
00070 
00071         self->count++;  // Count of pods blown off
00072 }
00073 
00074 /*
00075 -------------------------
00076 NPC_Mark2_Pain
00077 - look at what was hit and see if it should be removed from the model.
00078 -------------------------
00079 */
00080 void NPC_Mark2_Pain(gentity_t *self, gentity_t *attacker, int damage)
00081 {
00082         int newBolt,i;
00083         int hitLoc = gPainHitLoc;
00084         
00085         NPC_Pain( self, attacker, damage );
00086 
00087         for (i=0;i<3;i++)
00088         {
00089                 if ((hitLoc==HL_GENERIC1+i) && (self->locationDamage[HL_GENERIC1+i] > AMMO_POD_HEALTH)) // Blow it up?
00090                 {
00091                         if (self->locationDamage[hitLoc] >= AMMO_POD_HEALTH)
00092                         {                       
00093                                 newBolt = trap_G2API_AddBolt( self->ghoul2, 0, va("torso_canister%d",(i+1)) );
00094                                 if ( newBolt != -1 )
00095                                 {
00096                                         NPC_Mark2_Part_Explode(self,newBolt);
00097                                 }
00098                                 NPC_SetSurfaceOnOff( self, va("torso_canister%d",(i+1)), TURN_OFF );
00099                                 break;
00100                         }
00101                 }
00102         }
00103 
00104         G_Sound( self, CHAN_AUTO, G_SoundIndex( "sound/chars/mark2/misc/mark2_pain" ));
00105 
00106         // If any pods were blown off, kill him
00107         if (self->count > 0)
00108         {
00109                 G_Damage( self, NULL, NULL, NULL, NULL, self->health, DAMAGE_NO_PROTECTION, MOD_UNKNOWN );
00110         }
00111 }
00112 
00113 /*
00114 -------------------------
00115 Mark2_Hunt
00116 -------------------------
00117 */
00118 void Mark2_Hunt(void)
00119 {
00120         if ( NPCInfo->goalEntity == NULL )
00121         {
00122                 NPCInfo->goalEntity = NPC->enemy;
00123         }
00124 
00125         // Turn toward him before moving towards him.
00126         NPC_FaceEnemy( qtrue );
00127 
00128         NPCInfo->combatMove = qtrue;
00129         NPC_MoveToGoal( qtrue );
00130 }
00131 
00132 /*
00133 -------------------------
00134 Mark2_FireBlaster
00135 -------------------------
00136 */
00137 void Mark2_FireBlaster(qboolean advance)
00138 {
00139         vec3_t  muzzle1,enemy_org1,delta1,angleToEnemy1;
00140         static  vec3_t  forward, vright, up;
00141         static  vec3_t  muzzle;
00142         gentity_t       *missile;
00143         mdxaBone_t      boltMatrix;
00144         int bolt = trap_G2API_AddBolt(NPC->ghoul2, 0, "*flash");
00145 
00146         trap_G2API_GetBoltMatrix( NPC->ghoul2, 0, 
00147                                 bolt,
00148                                 &boltMatrix, NPC->r.currentAngles, NPC->r.currentOrigin, level.time,
00149                                 NULL, NPC->modelScale );
00150 
00151         BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, muzzle1 );
00152 
00153         if (NPC->health)
00154         {
00155                 CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
00156                 VectorSubtract (enemy_org1, muzzle1, delta1);
00157                 vectoangles ( delta1, angleToEnemy1 );
00158                 AngleVectors (angleToEnemy1, forward, vright, up);
00159         }
00160         else
00161         {
00162                 AngleVectors (NPC->r.currentAngles, forward, vright, up);
00163         }
00164 
00165         G_PlayEffectID( G_EffectIndex("bryar/muzzle_flash"), muzzle1, forward );
00166 
00167         G_Sound( NPC, CHAN_AUTO, G_SoundIndex("sound/chars/mark2/misc/mark2_fire"));
00168 
00169         missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC, qfalse );
00170 
00171         missile->classname = "bryar_proj";
00172         missile->s.weapon = WP_BRYAR_PISTOL;
00173 
00174         missile->damage = 1;
00175         missile->dflags = DAMAGE_DEATH_KNOCKBACK;
00176         missile->methodOfDeath = MOD_BRYAR_PISTOL;
00177         missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
00178 
00179 }
00180 
00181 /*
00182 -------------------------
00183 Mark2_BlasterAttack
00184 -------------------------
00185 */
00186 void Mark2_BlasterAttack(qboolean advance)
00187 {
00188         if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
00189         {
00190                 if (NPCInfo->localState == LSTATE_NONE) // He's up so shoot less often.
00191                 {
00192                         TIMER_Set( NPC, "attackDelay", Q_irand( 500, 2000) );
00193                 }
00194                 else
00195                 {
00196                         TIMER_Set( NPC, "attackDelay", Q_irand( 100, 500) );
00197                 }
00198                 Mark2_FireBlaster(advance);
00199                 return;
00200         }
00201         else if (advance)
00202         {
00203                 Mark2_Hunt();
00204         }
00205 }
00206 
00207 /*
00208 -------------------------
00209 Mark2_AttackDecision
00210 -------------------------
00211 */
00212 void Mark2_AttackDecision( void )
00213 {
00214         float           distance;
00215         qboolean        visible;
00216         qboolean        advance;
00217 
00218         NPC_FaceEnemy( qtrue );
00219 
00220         distance        = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); 
00221         visible         = NPC_ClearLOS4( NPC->enemy );
00222         advance         = (qboolean)(distance > MIN_DISTANCE_SQR);
00223 
00224         // He's been ordered to get up
00225         if (NPCInfo->localState == LSTATE_RISINGUP)
00226         {
00227                 NPC->flags &= ~FL_SHIELDED;
00228                 NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1START, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
00229                 if ((NPC->client->ps.legsTimer<=0) && 
00230                         NPC->client->ps.torsoAnim == BOTH_RUN1START )
00231                 {
00232                         NPCInfo->localState = LSTATE_NONE;      // He's up again.
00233                 }
00234                 return;
00235         }
00236 
00237         // If we cannot see our target, move to see it
00238         if ((!visible) || (!NPC_FaceEnemy(qtrue)))
00239         {
00240                 // If he's going down or is down, make him get up
00241                 if ((NPCInfo->localState == LSTATE_DOWN) || (NPCInfo->localState == LSTATE_DROPPINGDOWN))
00242                 {
00243                         if ( TIMER_Done( NPC, "downTime" ) )    // Down being down?? (The delay is so he doesn't pop up and down when the player goes in and out of range)
00244                         {
00245                                 NPCInfo->localState = LSTATE_RISINGUP;
00246                                 NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
00247                                 TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) );      // So he runs for a while before testing to see if he should drop down.
00248                         }
00249                 }
00250                 else
00251                 {
00252                         Mark2_Hunt();
00253                 }
00254                 return;
00255         }
00256 
00257         // He's down but he could advance if he wants to.
00258         if ((advance) && (TIMER_Done( NPC, "downTime" )) && (NPCInfo->localState == LSTATE_DOWN))
00259         {
00260                 NPCInfo->localState = LSTATE_RISINGUP;
00261                 NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
00262                 TIMER_Set( NPC, "runTime", Q_irand( 3000, 8000) );      // So he runs for a while before testing to see if he should drop down.
00263         }
00264 
00265         NPC_FaceEnemy( qtrue );
00266 
00267         // Dropping down to shoot
00268         if (NPCInfo->localState == LSTATE_DROPPINGDOWN)
00269         {
00270                 NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1STOP, SETANIM_FLAG_HOLD|SETANIM_FLAG_OVERRIDE );
00271                 TIMER_Set( NPC, "downTime", Q_irand( 3000, 9000) );
00272 
00273                 if ((NPC->client->ps.legsTimer<=0) && NPC->client->ps.torsoAnim == BOTH_RUN1STOP )
00274                 {
00275                         NPC->flags |= FL_SHIELDED;
00276                         NPCInfo->localState = LSTATE_DOWN;
00277                 }
00278         }
00279         // He's down and shooting
00280         else if (NPCInfo->localState == LSTATE_DOWN)
00281         {
00282                 NPC->flags |= FL_SHIELDED;//only damagable by lightsabers and missiles
00283 
00284                 Mark2_BlasterAttack(qfalse);
00285         }
00286         else if (TIMER_Done( NPC, "runTime" ))  // Lowering down to attack. But only if he's done running at you.
00287         {
00288                 NPCInfo->localState = LSTATE_DROPPINGDOWN;
00289         }
00290         else if (advance)
00291         {
00292                 // We can see enemy so shoot him if timer lets you.
00293                 Mark2_BlasterAttack(advance);
00294         }
00295 }
00296 
00297 
00298 /*
00299 -------------------------
00300 Mark2_Patrol
00301 -------------------------
00302 */
00303 void Mark2_Patrol( void )
00304 {
00305         if ( NPC_CheckPlayerTeamStealth() )
00306         {
00307 //              G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/anger.wav"));
00308                 NPC_UpdateAngles( qtrue, qtrue );
00309                 return;
00310         }
00311 
00312         //If we have somewhere to go, then do that
00313         if (!NPC->enemy)
00314         {
00315                 if ( UpdateGoal() )
00316                 {
00317                         ucmd.buttons |= BUTTON_WALKING;
00318                         NPC_MoveToGoal( qtrue );
00319                         NPC_UpdateAngles( qtrue, qtrue );
00320                 }
00321 
00322                 //randomly talk
00323                 if (TIMER_Done(NPC,"patrolNoise"))
00324                 {
00325 //                      G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav",      Q_irand(1, 4))));
00326 
00327                         TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
00328                 }
00329         }
00330 }
00331 
00332 /*
00333 -------------------------
00334 Mark2_Idle
00335 -------------------------
00336 */
00337 void Mark2_Idle( void )
00338 {
00339         NPC_BSIdle();
00340 }
00341 
00342 /*
00343 -------------------------
00344 NPC_BSMark2_Default
00345 -------------------------
00346 */
00347 void NPC_BSMark2_Default( void )
00348 {
00349         if ( NPC->enemy )
00350         {
00351                 NPCInfo->goalEntity = NPC->enemy;
00352                 Mark2_AttackDecision();
00353         }
00354         else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
00355         {
00356                 Mark2_Patrol();
00357         }
00358         else
00359         {
00360                 Mark2_Idle();
00361         }
00362 }