1 /*
2 ===========================================================================
3 Copyright (C) 2000 - 2013, Raven Software, Inc.
4 Copyright (C) 2001 - 2013, Activision, Inc.
5 Copyright (C) 2013 - 2015, OpenJK contributors
6
7 This file is part of the OpenJK source code.
8
9 OpenJK is free software; you can redistribute it and/or modify it
10 under the terms of the GNU General Public License version 2 as
11 published by the Free Software Foundation.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, see <http://www.gnu.org/licenses/>.
20 ===========================================================================
21 */
22 #include "g_headers.h"
23
24 #include "b_local.h"
25 #include "g_nav.h"
26
27 gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse );
28
29 void Seeker_Strafe( void );
30
31 #define VELOCITY_DECAY 0.7f
32
33 #define MIN_MELEE_RANGE 320
34 #define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE )
35
36 #define MIN_DISTANCE 80
37 #define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
38
39 #define SEEKER_STRAFE_VEL 100
40 #define SEEKER_STRAFE_DIS 200
41 #define SEEKER_UPWARD_PUSH 32
42
43 #define SEEKER_FORWARD_BASE_SPEED 10
44 #define SEEKER_FORWARD_MULTIPLIER 2
45
46 #define SEEKER_SEEK_RADIUS 1024
47
48 //------------------------------------
NPC_Seeker_Precache(void)49 void NPC_Seeker_Precache(void)
50 {
51 G_SoundIndex("sound/chars/seeker/misc/fire.wav");
52 G_SoundIndex( "sound/chars/seeker/misc/hiss.wav");
53 G_EffectIndex( "env/small_explode");
54 }
55
56 //------------------------------------
NPC_Seeker_Pain(gentity_t * self,gentity_t * inflictor,gentity_t * other,vec3_t point,int damage,int mod,int hitLoc)57 void NPC_Seeker_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc )
58 {
59 if ( !(self->svFlags & SVF_CUSTOM_GRAVITY ))
60 {//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 );
61 G_Damage( self, NULL, NULL, (float*)vec3_origin, (float*)vec3_origin, 999, 0, MOD_FALLING );
62 }
63
64 SaveNPCGlobals();
65 SetNPCGlobals( self );
66 Seeker_Strafe();
67 RestoreNPCGlobals();
68 NPC_Pain( self, inflictor, other, point, damage, mod );
69 }
70
71 //------------------------------------
Seeker_MaintainHeight(void)72 void Seeker_MaintainHeight( void )
73 {
74 float dif;
75
76 // Update our angles regardless
77 NPC_UpdateAngles( qtrue, qtrue );
78
79 // If we have an enemy, we should try to hover at or a little below enemy eye level
80 if ( NPC->enemy )
81 {
82 if (TIMER_Done( NPC, "heightChange" ))
83 {
84 TIMER_Set( NPC,"heightChange",Q_irand( 1000, 3000 ));
85
86 // Find the height difference
87 dif = (NPC->enemy->currentOrigin[2] + Q_flrand( NPC->enemy->maxs[2]/2, NPC->enemy->maxs[2]+8 )) - NPC->currentOrigin[2];
88
89 // cap to prevent dramatic height shifts
90 if ( fabs( dif ) > 2 )
91 {
92 if ( fabs( dif ) > 24 )
93 {
94 dif = ( dif < 0 ? -24 : 24 );
95 }
96
97 NPC->client->ps.velocity[2] = (NPC->client->ps.velocity[2]+dif)/2;
98 }
99 }
100 }
101 else
102 {
103 gentity_t *goal = NULL;
104
105 if ( NPCInfo->goalEntity ) // Is there a goal?
106 {
107 goal = NPCInfo->goalEntity;
108 }
109 else
110 {
111 goal = NPCInfo->lastGoalEntity;
112 }
113 if ( goal )
114 {
115 dif = goal->currentOrigin[2] - NPC->currentOrigin[2];
116
117 if ( fabs( dif ) > 24 )
118 {
119 ucmd.upmove = ( ucmd.upmove < 0 ? -4 : 4 );
120 }
121 else
122 {
123 if ( NPC->client->ps.velocity[2] )
124 {
125 NPC->client->ps.velocity[2] *= VELOCITY_DECAY;
126
127 if ( fabs( NPC->client->ps.velocity[2] ) < 2 )
128 {
129 NPC->client->ps.velocity[2] = 0;
130 }
131 }
132 }
133 }
134 }
135
136 // Apply friction
137 if ( NPC->client->ps.velocity[0] )
138 {
139 NPC->client->ps.velocity[0] *= VELOCITY_DECAY;
140
141 if ( fabs( NPC->client->ps.velocity[0] ) < 1 )
142 {
143 NPC->client->ps.velocity[0] = 0;
144 }
145 }
146
147 if ( NPC->client->ps.velocity[1] )
148 {
149 NPC->client->ps.velocity[1] *= VELOCITY_DECAY;
150
151 if ( fabs( NPC->client->ps.velocity[1] ) < 1 )
152 {
153 NPC->client->ps.velocity[1] = 0;
154 }
155 }
156 }
157
158 //------------------------------------
Seeker_Strafe(void)159 void Seeker_Strafe( void )
160 {
161 int side;
162 vec3_t end, right, dir;
163 trace_t tr;
164
165 if ( Q_flrand(0.0f, 1.0f) > 0.7f || !NPC->enemy || !NPC->enemy->client )
166 {
167 // Do a regular style strafe
168 AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL );
169
170 // Pick a random strafe direction, then check to see if doing a strafe would be
171 // reasonably valid
172 side = ( rand() & 1 ) ? -1 : 1;
173 VectorMA( NPC->currentOrigin, SEEKER_STRAFE_DIS * side, right, end );
174
175 gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID, G2_NOCOLLIDE, 0 );
176
177 // Close enough
178 if ( tr.fraction > 0.9f )
179 {
180 VectorMA( NPC->client->ps.velocity, SEEKER_STRAFE_VEL * side, right, NPC->client->ps.velocity );
181
182 G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
183
184 // Add a slight upward push
185 NPC->client->ps.velocity[2] += SEEKER_UPWARD_PUSH;
186
187 NPCInfo->standTime = level.time + 1000 + Q_flrand(0.0f, 1.0f) * 500;
188 }
189 }
190 else
191 {
192 // Do a strafe to try and keep on the side of their enemy
193 AngleVectors( NPC->enemy->client->renderInfo.eyeAngles, dir, right, NULL );
194
195 // Pick a random side
196 side = ( rand() & 1 ) ? -1 : 1;
197 VectorMA( NPC->enemy->currentOrigin, SEEKER_STRAFE_DIS * side, right, end );
198
199 // then add a very small bit of random in front of/behind the player action
200 VectorMA( end, Q_flrand(-1.0f, 1.0f) * 25, dir, end );
201
202 gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID, G2_NOCOLLIDE, 0 );
203
204 // Close enough
205 if ( tr.fraction > 0.9f )
206 {
207 VectorSubtract( tr.endpos, NPC->currentOrigin, dir );
208 dir[2] *= 0.25; // do less upward change
209 float dis = VectorNormalize( dir );
210
211 // Try to move the desired enemy side
212 VectorMA( NPC->client->ps.velocity, dis, dir, NPC->client->ps.velocity );
213
214 G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
215
216 // Add a slight upward push
217 NPC->client->ps.velocity[2] += SEEKER_UPWARD_PUSH;
218
219 NPCInfo->standTime = level.time + 2500 + Q_flrand(0.0f, 1.0f) * 500;
220 }
221 }
222 }
223
224 //------------------------------------
Seeker_Hunt(qboolean visible,qboolean advance)225 void Seeker_Hunt( qboolean visible, qboolean advance )
226 {
227 float distance, speed;
228 vec3_t forward;
229
230 NPC_FaceEnemy( qtrue );
231
232 // If we're not supposed to stand still, pursue the player
233 if ( NPCInfo->standTime < level.time )
234 {
235 // Only strafe when we can see the player
236 if ( visible )
237 {
238 Seeker_Strafe();
239 return;
240 }
241 }
242
243 // If we don't want to advance, stop here
244 if ( advance == qfalse )
245 {
246 return;
247 }
248
249 // Only try and navigate if the player is visible
250 if ( visible == qfalse )
251 {
252 // Move towards our goal
253 NPCInfo->goalEntity = NPC->enemy;
254 NPCInfo->goalRadius = 24;
255
256 // Get our direction from the navigator if we can't see our target
257 if ( NPC_GetMoveDirection( forward, &distance ) == qfalse )
258 {
259 return;
260 }
261 }
262 else
263 {
264 VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, forward );
265 /*distance = */VectorNormalize( forward );
266 }
267
268 speed = SEEKER_FORWARD_BASE_SPEED + SEEKER_FORWARD_MULTIPLIER * g_spskill->integer;
269 VectorMA( NPC->client->ps.velocity, speed, forward, NPC->client->ps.velocity );
270 }
271
272 //------------------------------------
Seeker_Fire(void)273 void Seeker_Fire( void )
274 {
275 vec3_t dir, enemy_org, muzzle;
276 gentity_t *missile;
277
278 CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org );
279 VectorSubtract( enemy_org, NPC->currentOrigin, dir );
280 VectorNormalize( dir );
281
282 // 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
283 VectorMA( NPC->currentOrigin, 15, dir, muzzle );
284
285 missile = CreateMissile( muzzle, dir, 1000, 10000, NPC );
286
287 G_PlayEffect( "blaster/muzzle_flash", NPC->currentOrigin, dir );
288
289 missile->classname = "blaster";
290 missile->s.weapon = WP_BLASTER;
291
292 missile->damage = 5;
293 missile->dflags = DAMAGE_DEATH_KNOCKBACK;
294 missile->methodOfDeath = MOD_ENERGY;
295 missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
296 }
297
298 //------------------------------------
Seeker_Ranged(qboolean visible,qboolean advance)299 void Seeker_Ranged( qboolean visible, qboolean advance )
300 {
301 if ( NPC->count > 0 )
302 {
303 if ( TIMER_Done( NPC, "attackDelay" )) // Attack?
304 {
305 TIMER_Set( NPC, "attackDelay", Q_irand( 250, 2500 ));
306 Seeker_Fire();
307 NPC->count--;
308 }
309 }
310 else
311 {
312 // out of ammo, so let it die...give it a push up so it can fall more and blow up on impact
313 // NPC->client->ps.gravity = 900;
314 // NPC->svFlags &= ~SVF_CUSTOM_GRAVITY;
315 // NPC->client->ps.velocity[2] += 16;
316 G_Damage( NPC, NPC, NPC, NULL, NULL, 999, 0, MOD_UNKNOWN );
317 }
318
319 if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
320 {
321 Seeker_Hunt( visible, advance );
322 }
323 }
324
325 //------------------------------------
Seeker_Attack(void)326 void Seeker_Attack( void )
327 {
328 // Always keep a good height off the ground
329 Seeker_MaintainHeight();
330
331 // Rate our distance to the target, and our visibilty
332 float distance = DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
333 qboolean visible = NPC_ClearLOS( NPC->enemy );
334 qboolean advance = (qboolean)(distance > MIN_DISTANCE_SQR);
335
336 // If we cannot see our target, move to see it
337 if ( visible == qfalse )
338 {
339 if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
340 {
341 Seeker_Hunt( visible, advance );
342 return;
343 }
344 }
345
346 Seeker_Ranged( visible, advance );
347 }
348
349 //------------------------------------
Seeker_FindEnemy(void)350 void Seeker_FindEnemy( void )
351 {
352 int numFound;
353 float dis, bestDis = SEEKER_SEEK_RADIUS * SEEKER_SEEK_RADIUS + 1;
354 vec3_t mins, maxs;
355 gentity_t *entityList[MAX_GENTITIES], *ent, *best = NULL;
356
357 VectorSet( maxs, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS, SEEKER_SEEK_RADIUS );
358 VectorScale( maxs, -1, mins );
359
360 numFound = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
361
362 for ( int i = 0 ; i < numFound ; i++ )
363 {
364 ent = entityList[i];
365
366 if ( ent->s.number == NPC->s.number || !ent->client || !ent->NPC || ent->health <= 0 || !ent->inuse )
367 {
368 continue;
369 }
370
371 if ( ent->client->playerTeam == NPC->client->playerTeam || ent->client->playerTeam == TEAM_NEUTRAL ) // don't attack same team or bots
372 {
373 continue;
374 }
375
376 // try to find the closest visible one
377 if ( !NPC_ClearLOS( ent ))
378 {
379 continue;
380 }
381
382 dis = DistanceHorizontalSquared( NPC->currentOrigin, ent->currentOrigin );
383
384 if ( dis <= bestDis )
385 {
386 bestDis = dis;
387 best = ent;
388 }
389 }
390
391 if ( best )
392 {
393 // used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
394 NPC->random = Q_flrand(0.0f, 1.0f) * 6.3f; // roughly 2pi
395
396 NPC->enemy = best;
397 }
398 }
399
400 //------------------------------------
Seeker_FollowPlayer(void)401 void Seeker_FollowPlayer( void )
402 {
403 Seeker_MaintainHeight();
404
405 float dis = DistanceHorizontalSquared( NPC->currentOrigin, g_entities[0].currentOrigin );
406 vec3_t pt, dir;
407
408 if ( dis < MIN_DISTANCE_SQR )
409 {
410 // generally circle the player closely till we take an enemy..this is our target point
411 pt[0] = g_entities[0].currentOrigin[0] + cos( level.time * 0.001f + NPC->random ) * 56;
412 pt[1] = g_entities[0].currentOrigin[1] + sin( level.time * 0.001f + NPC->random ) * 56;
413 pt[2] = g_entities[0].currentOrigin[2] + 40;
414
415 VectorSubtract( pt, NPC->currentOrigin, dir );
416 VectorMA( NPC->client->ps.velocity, 0.8f, dir, NPC->client->ps.velocity );
417 }
418 else
419 {
420 if ( TIMER_Done( NPC, "seekerhiss" ))
421 {
422 TIMER_Set( NPC, "seekerhiss", 1000 + Q_flrand(0.0f, 1.0f) * 1000 );
423 G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
424 }
425
426 // Hey come back!
427 NPCInfo->goalEntity = &g_entities[0];
428 NPCInfo->goalRadius = 32;
429 NPC_MoveToGoal( qtrue );
430 NPC->owner = &g_entities[0];
431 }
432
433 if ( NPCInfo->enemyCheckDebounceTime < level.time )
434 {
435 // check twice a second to find a new enemy
436 Seeker_FindEnemy();
437 NPCInfo->enemyCheckDebounceTime = level.time + 500;
438 }
439
440 NPC_UpdateAngles( qtrue, qtrue );
441 }
442
443 //------------------------------------
NPC_BSSeeker_Default(void)444 void NPC_BSSeeker_Default( void )
445 {
446 if ( in_camera )
447 {
448 // cameras make me commit suicide....
449 G_Damage( NPC, NPC, NPC, NULL, NULL, 999, 0, MOD_UNKNOWN );
450 }
451
452 if ( NPC->random == 0.0f )
453 {
454 // used to offset seekers around a circle so they don't occupy the same spot. This is not a fool-proof method.
455 NPC->random = Q_flrand(0.0f, 1.0f) * 6.3f; // roughly 2pi
456 }
457
458 if ( NPC->enemy && NPC->enemy->health && NPC->enemy->inuse )
459 {
460 if ( NPC->enemy->s.number == 0 || ( NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_SEEKER ))
461 {
462 //hacked to never take the player as an enemy, even if the player shoots at it
463 NPC->enemy = NULL;
464 }
465 else
466 {
467 Seeker_Attack();
468 return;
469 }
470 }
471
472 // In all other cases, follow the player and look for enemies to take on
473 Seeker_FollowPlayer();
474 }