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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW SP Source Code 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
//===========================================================================
//
// Name: ai_cast_funcs.c
// Function: Wolfenstein AI Character Decision Making
// Programmer: Ridah
// Tab Size: 4 (real tabs)
//===========================================================================
#include "g_local.h"
#include "../qcommon/q_shared.h"
#include "../botlib/botlib.h" //bot lib interface
#include "../botlib/be_aas.h"
#include "../botlib/be_ea.h"
#include "../botlib/be_ai_gen.h"
#include "../botlib/be_ai_goal.h"
#include "../botlib/be_ai_move.h"
#include "../botlib/botai.h" //bot ai interface
#include "ai_cast.h"
//=================================================================================
//
// Helga, the first boss
//
//=================================================================================
#define HELGA_SPIRIT_BUILDUP_TIME 8000 // last for this long
#define HELGA_SPIRIT_FADEOUT_TIME 1000
#define HELGA_SPIRIT_DLIGHT_RADIUS_MAX 384
#define HELGA_SPIRIT_FIRE_INTERVAL 1000
extern int lastZombieSpiritAttack;
char *AIFunc_Helga_SpiritAttack( cast_state_t *cs ) {
gentity_t *ent;
//
cs->aiFlags |= AIFL_SPECIAL_FUNC;
ent = &g_entities[cs->entityNum];
// make sure we're still playing the right anim
if ( ( ent->client->ps.torsoAnim & ~ANIM_TOGGLEBIT ) - BG_AnimationIndexForString( "attack1", cs->entityNum ) ) {
return AIFunc_DefaultStart( cs );
}
//
if ( cs->enemyNum < 0 ) {
ent->client->ps.torsoTimer = 0;
ent->client->ps.legsTimer = 0;
return AIFunc_DefaultStart( cs );
}
//
// if we can't see them anymore, abort immediately
if ( cs->vislist[cs->enemyNum].real_visible_timestamp != cs->vislist[cs->enemyNum].real_update_timestamp ) {
ent->client->ps.torsoTimer = 0;
ent->client->ps.legsTimer = 0;
return AIFunc_DefaultStart( cs );
}
// we are firing this weapon, so record it
cs->weaponFireTimes[WP_MONSTER_ATTACK2] = level.time;
//
// once an attack has started, only abort once the player leaves our view, or time runs out
if ( cs->thinkFuncChangeTime < level.time - HELGA_SPIRIT_BUILDUP_TIME ) {
// if enough time has elapsed, finish this attack
if ( level.time > cs->thinkFuncChangeTime + HELGA_SPIRIT_BUILDUP_TIME + HELGA_SPIRIT_FADEOUT_TIME ) {
ent->client->ps.torsoTimer = 0;
ent->client->ps.legsTimer = 0;
return AIFunc_DefaultStart( cs );
}
} else {
// set timers
ent->client->ps.torsoTimer = 1000;
ent->client->ps.legsTimer = 1000;
// draw the client-side effect
ent->client->ps.eFlags |= EF_MONSTER_EFFECT;
// inform the client of our enemies position
VectorCopy( g_entities[cs->enemyNum].client->ps.origin, ent->s.origin2 );
ent->s.origin2[2] += g_entities[cs->enemyNum].client->ps.viewheight;
}
//
//
return NULL;
}
char *AIFunc_Helga_SpiritAttack_Start( cast_state_t *cs ) {
gentity_t *ent;
//
ent = &g_entities[cs->entityNum];
ent->s.otherEntityNum2 = cs->enemyNum;
ent->s.effect1Time = level.time;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
//
// dont turn
cs->ideal_viewangles[YAW] = cs->viewangles[YAW];
// play an anim
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_WEAPON, WP_MONSTER_ATTACK2, qtrue );
BG_AnimScriptEvent( &ent->client->ps, ANIM_ET_FIREWEAPON, qfalse, qtrue );
//
cs->aifunc = AIFunc_Helga_SpiritAttack;
return "AIFunc_Helga_SpiritAttack";
}
//=================================================================================
//
// Standing melee attacks
//
//=================================================================================
#define NUM_HELGA_ANIMS 3
#define MAX_HELGA_IMPACTS 3
int helgaHitTimes[NUM_HELGA_ANIMS][MAX_HELGA_IMPACTS] = { // up to three hits per attack
{ANIMLENGTH( 16,20 ),-1},
{ANIMLENGTH( 11,20 ),ANIMLENGTH( 19,20 ),-1},
{ANIMLENGTH( 10,20 ),ANIMLENGTH( 17,20 ),ANIMLENGTH( 26,20 )},
};
int helgaHitDamage[NUM_HELGA_ANIMS] = {
20,
14,
12
};
/*
================
AIFunc_Helga_Melee
================
*/
char *AIFunc_Helga_Melee( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
gentity_t *enemy;
cast_state_t *ecs;
int hitDelay = -1, anim;
trace_t tr;
float enemyDist;
aicast_predictmove_t move;
vec3_t vec;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
if ( !ent->client->ps.torsoTimer || !ent->client->ps.legsTimer ) {
cs->aiFlags &= ~AIFL_SPECIAL_FUNC;
return AIFunc_DefaultStart( cs );
}
if ( cs->enemyNum < 0 ) {
ent->client->ps.legsTimer = 0; // allow legs us to move
ent->client->ps.torsoTimer = 0; // allow legs us to move
cs->aiFlags &= ~AIFL_SPECIAL_FUNC;
return AIFunc_DefaultStart( cs );
}
ecs = AICast_GetCastState( cs->enemyNum );
enemy = &g_entities[cs->enemyNum];
anim = ( ent->client->ps.torsoAnim & ~ANIM_TOGGLEBIT ) - BG_AnimationIndexForString( "attack3", cs->entityNum );
if ( anim < 0 || anim >= NUM_HELGA_ANIMS ) {
// animation interupted
cs->aiFlags &= ~AIFL_SPECIAL_FUNC;
return AIFunc_DefaultStart( cs );
//G_Error( "AIFunc_HelgaZombieMelee: helgaBoss using invalid or unknown attack anim" );
}
if ( cs->animHitCount < MAX_HELGA_IMPACTS && helgaHitTimes[anim][cs->animHitCount] >= 0 ) {
// face them
VectorCopy( cs->bs->origin, vec );
vec[2] += ent->client->ps.viewheight;
VectorSubtract( enemy->client->ps.origin, vec, vec );
VectorNormalize( vec );
vectoangles( vec, cs->ideal_viewangles );
cs->ideal_viewangles[PITCH] = AngleNormalize180( cs->ideal_viewangles[PITCH] );
// get hitDelay
if ( !cs->animHitCount ) {
hitDelay = helgaHitTimes[anim][cs->animHitCount];
} else {
hitDelay = helgaHitTimes[anim][cs->animHitCount] - helgaHitTimes[anim][cs->animHitCount - 1];
}
// check for inflicting damage
if ( level.time - cs->weaponFireTimes[cs->weaponNum] > hitDelay ) {
// do melee damage
enemyDist = VectorDistance( enemy->r.currentOrigin, ent->r.currentOrigin );
enemyDist -= g_entities[cs->enemyNum].r.maxs[0];
enemyDist -= ent->r.maxs[0];
if ( enemyDist < 10 + AICast_WeaponRange( cs, cs->weaponNum ) ) {
trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, enemy->r.currentOrigin, ent->s.number, MASK_SHOT );
if ( tr.entityNum == cs->enemyNum ) {
G_Damage( &g_entities[tr.entityNum], ent, ent, vec3_origin, tr.endpos,
helgaHitDamage[anim], 0, MOD_GAUNTLET );
G_AddEvent( enemy, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[STAYSOUNDSCRIPT] ) );
}
}
cs->weaponFireTimes[cs->weaponNum] = level.time;
cs->animHitCount++;
}
}
// if they are outside range, move forward
AICast_PredictMovement( ecs, 2, 0.3, &move, &g_entities[cs->enemyNum].client->pers.cmd, -1 );
VectorSubtract( move.endpos, cs->bs->origin, vec );
vec[2] = 0;
enemyDist = VectorLength( vec );
enemyDist -= g_entities[cs->enemyNum].r.maxs[0];
enemyDist -= ent->r.maxs[0];
if ( enemyDist > 8 ) { // we can get closer
//if (!ent->client->ps.legsTimer) {
// cs->castScriptStatus.scriptNoMoveTime = 0;
trap_EA_MoveForward( cs->entityNum );
//}
//ent->client->ps.legsTimer = 0; // allow legs us to move
}
return NULL;
}
/*
================
AIFunc_Helga_MeleeStart
================
*/
char *AIFunc_Helga_MeleeStart( cast_state_t *cs ) {
gentity_t *ent;
ent = &g_entities[cs->entityNum];
ent->s.effect1Time = level.time;
cs->ideal_viewangles[YAW] = cs->viewangles[YAW];
cs->weaponFireTimes[cs->weaponNum] = level.time;
cs->animHitCount = 0;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
// face them
AICast_AimAtEnemy( cs );
// play an anim
BG_UpdateConditionValue( cs->entityNum, ANIM_COND_WEAPON, cs->weaponNum, qtrue );
BG_AnimScriptEvent( &ent->client->ps, ANIM_ET_FIREWEAPON, qfalse, qtrue );
// play a sound
G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[ATTACKSOUNDSCRIPT] ) );
cs->aifunc = AIFunc_Helga_Melee;
cs->aifunc( cs ); // think once now, to prevent a delay
return "AIFunc_Helga_Melee";
}
//===================================================================
/*
==============
AIFunc_FlameZombie_Portal
==============
*/
char *AIFunc_FlameZombie_Portal( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
//
if ( cs->thinkFuncChangeTime < level.time - PORTAL_ZOMBIE_SPAWNTIME ) {
// HACK, make them aware of the player
AICast_UpdateVisibility( &g_entities[cs->entityNum], AICast_FindEntityForName( "player" ), qfalse, qtrue );
ent->s.time2 = 0; // turn spawning effect off
return AIFunc_DefaultStart( cs );
}
//
return NULL;
}
/*
==============
AIFunc_FlameZombie_PortalStart
==============
*/
char *AIFunc_FlameZombie_PortalStart( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
//
ent->s.time2 = level.time + 200; // hijacking this for portal spawning effect
//
// play a special animation
ent->client->ps.torsoAnim =
( ( ent->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | BOTH_EXTRA1;
ent->client->ps.legsAnim =
( ( ent->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | BOTH_EXTRA1;
ent->client->ps.torsoTimer = PORTAL_ZOMBIE_SPAWNTIME - 200;
ent->client->ps.legsTimer = PORTAL_ZOMBIE_SPAWNTIME - 200;
//
cs->thinkFuncChangeTime = level.time;
//
cs->aifunc = AIFunc_FlameZombie_Portal;
return "AIFunc_FlameZombie_Portal";
}
//=================================================================================
//
// Heinrich, the LAST boss
//
//=================================================================================
//
// Special Sound Precache
//
typedef enum
{
HEINRICH_SWORDIMPACT,
HEINRICH_SWORDLUNGE_START,
HEINRICH_SWORDKNOCKBACK_START,
HEINRICH_SWORDKNOCKBACK_WEAPON,
HEINRICH_SWORDSIDESLASH_START,
HEINRICH_SWORDSIDESLASH_WEAPON,
HEINRICH_EARTHQUAKE_START,
HEINRICH_RAISEDEAD_START,
HEINRICH_TAUNT_GOODHEALTH,
HEINRICH_TAUNT_LOWHEALTH,
MAX_HEINRICH_SOUNDS
} heinrichSounds_t;
char *heinrichSounds[MAX_HEINRICH_SOUNDS] = {
"heinrichSwordImpact",
"heinrichSwordLungeStart",
"heinrichSwordKnockbackStart",
"heinrichSwordKnockbackWeapon",
"heinrichSwordSideSlashStart",
"heinrichSwordSideSlashWeapon",
"heinrichSwordEarthquakeStart",
"heinrichRaiseWarriorStart",
"heinrichTauntGoodHealth",
"heinrichTauntLowHealth",
};
int heinrichSoundIndex[MAX_HEINRICH_SOUNDS];
void AICast_Heinrich_SoundPrecache( void ) {
int i;
for ( i = 0; i < MAX_HEINRICH_SOUNDS; i++ ) {
heinrichSoundIndex[i] = G_SoundIndex( heinrichSounds[i] );
}
}
void AICast_Heinrich_Taunt( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
static int lastTaunt;
// sound
if ( ent->health > cs->attributes[STARTING_HEALTH] * 0.25 ) {
if ( lastTaunt > level.time || lastTaunt < level.time - 20000 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_TAUNT_GOODHEALTH] );
lastTaunt = level.time;
}
} else {
if ( lastTaunt > level.time || lastTaunt < level.time - 40000 ) {
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_TAUNT_LOWHEALTH] );
lastTaunt = level.time;
}
}
}
#define HEINRICH_LUNGE_DELAY ANIMLENGTH( 15,20 )
#define HEINRICH_LUNGE_RANGE 170
#define HEINRICH_LUNGE_DAMAGE ( 50 + rand() % 20 )
char *AIFunc_Heinrich_SwordLunge( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
trace_t *tr;
vec3_t left;
float enemyDist;
aicast_predictmove_t move;
vec3_t vec;
cast_state_t *ecs;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
if ( cs->enemyNum < 0 ) {
if ( ent->client->ps.torsoTimer ) {
return NULL;
}
return AIFunc_DefaultStart( cs );
}
ecs = AICast_GetCastState( cs->enemyNum );
if ( ent->client->ps.torsoTimer < 500 ) {
if ( !ent->client->ps.legsTimer ) {
trap_EA_MoveForward( cs->entityNum );
}
ent->client->ps.legsTimer = 0;
ent->client->ps.torsoTimer = 0;
cs->castScriptStatus.scriptNoMoveTime = 0;
AICast_Heinrich_Taunt( cs );
return AIFunc_BattleChaseStart( cs );
}
// time for the melee?
if ( cs->enemyNum >= 0 && !( cs->aiFlags & AIFL_MISCFLAG1 ) ) {
// face them
AICast_AimAtEnemy( cs );
// keep checking for impact status
tr = CheckMeleeAttack( ent, HEINRICH_LUNGE_RANGE, qfalse );
/* // do we need to move?
if (!(tr && (tr->entityNum == cs->enemyNum))) {
ent->client->ps.legsTimer = 0;
cs->castScriptStatus.scriptNoMoveTime = 0;
trap_EA_MoveForward( cs->entityNum );
}
*/ // ready for damage?
if ( cs->thinkFuncChangeTime < level.time - HEINRICH_LUNGE_DELAY ) {
cs->aiFlags |= AIFL_MISCFLAG1;
// do melee damage
if ( tr && ( tr->entityNum == cs->enemyNum ) ) {
G_Damage( &g_entities[tr->entityNum], ent, ent, left, tr->endpos, HEINRICH_LUNGE_DAMAGE, 0, MOD_GAUNTLET );
// sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDIMPACT] );
}
}
}
// if they are outside range, move forward
AICast_PredictMovement( ecs, 2, 0.3, &move, &g_entities[cs->enemyNum].client->pers.cmd, -1 );
VectorSubtract( move.endpos, cs->bs->origin, vec );
vec[2] = 0;
enemyDist = VectorLength( vec );
enemyDist -= g_entities[cs->enemyNum].r.maxs[0];
enemyDist -= ent->r.maxs[0];
if ( enemyDist > 30 ) { // we can get closer
if ( ent->client->ps.legsTimer ) {
cs->castScriptStatus.scriptNoMoveTime = level.time + 100;
ent->client->ps.legsTimer = 0; // allow legs to move us
}
if ( cs->castScriptStatus.scriptNoMoveTime < level.time ) {
trap_EA_MoveForward( cs->entityNum );
}
}
return NULL;
}
char *AIFunc_Heinrich_SwordLungeStart( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
// gentity_t *enemy = &g_entities[cs->enemyNum];
cs->aiFlags |= AIFL_SPECIAL_FUNC;
// sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDLUNGE_START] );
// face them
AICast_AimAtEnemy( cs );
// clear flags
cs->aiFlags &= ~( AIFL_MISCFLAG1 | AIFL_MISCFLAG2 );
// play the anim
BG_PlayAnimName( &ent->client->ps, "attack9", ANIM_BP_BOTH, qtrue, qfalse, qtrue );
// start the func
cs->aifunc = AIFunc_Heinrich_SwordLunge;
return "AIFunc_Heinrich_SwordLunge";
}
#define HEINRICH_KNOCKBACK_DELAY ANIMLENGTH( 26,20 )
#define HEINRICH_KNOCKBACK_RANGE 150
#define HEINRICH_KNOCKBACK_DAMAGE ( 60 + rand() % 20 )
char *AIFunc_Heinrich_SwordKnockback( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
trace_t *tr;
vec3_t right, left;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
if ( cs->enemyNum < 0 ) {
if ( ent->client->ps.torsoTimer ) {
return NULL;
}
return AIFunc_DefaultStart( cs );
}
AICast_GetCastState( cs->enemyNum );
if ( ent->client->ps.torsoTimer < 500 ) {
if ( !ent->client->ps.legsTimer ) {
trap_EA_MoveForward( cs->entityNum );
}
ent->client->ps.legsTimer = 0;
ent->client->ps.torsoTimer = 0;
cs->castScriptStatus.scriptNoMoveTime = 0;
AICast_Heinrich_Taunt( cs );
return AIFunc_BattleChaseStart( cs );
}
// time for the melee?
if ( cs->enemyNum >= 0 && !( cs->aiFlags & AIFL_MISCFLAG1 ) ) {
// face them
AICast_AimAtEnemy( cs );
// keep checking for impact status
tr = CheckMeleeAttack( ent, HEINRICH_KNOCKBACK_RANGE, qfalse );
/* // do we need to move?
if (!(tr && (tr->entityNum == cs->enemyNum))) {
ent->client->ps.legsTimer = 0;
cs->castScriptStatus.scriptNoMoveTime = 0;
trap_EA_MoveForward( cs->entityNum );
}
*/ // ready for damage?
if ( cs->thinkFuncChangeTime < level.time - HEINRICH_KNOCKBACK_DELAY ) {
cs->aiFlags |= AIFL_MISCFLAG1;
// do melee damage
if ( tr && ( tr->entityNum == cs->enemyNum ) ) {
AngleVectors( cs->viewangles, NULL, right, NULL );
VectorNegate( right, left );
G_Damage( &g_entities[tr->entityNum], ent, ent, left, tr->endpos, HEINRICH_KNOCKBACK_DAMAGE, 0, MOD_GAUNTLET );
// sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDIMPACT] );
// throw them in direction of impact
if ( ( ent->client->ps.torsoAnim & ~ANIM_TOGGLEBIT ) == BG_AnimationIndexForString( "attack2", cs->entityNum ) ) {
// right
right[2] = 0.5;
VectorMA( g_entities[cs->enemyNum].client->ps.velocity, 400, right, g_entities[cs->enemyNum].client->ps.velocity );
} else {
// left
left[2] = 0.5;
VectorMA( g_entities[cs->enemyNum].client->ps.velocity, 400, left, g_entities[cs->enemyNum].client->ps.velocity );
}
}
}
}
return NULL;
}
char *AIFunc_Heinrich_SwordKnockbackStart( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
// gentity_t *enemy = &g_entities[cs->enemyNum];
cs->aiFlags |= AIFL_SPECIAL_FUNC;
// sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDKNOCKBACK_START] );
// weapon sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDKNOCKBACK_WEAPON] );
// face them
AICast_AimAtEnemy( cs );
// clear flags
cs->aiFlags &= ~( AIFL_MISCFLAG1 | AIFL_MISCFLAG2 );
// play the anim
if ( rand() % 2 ) {
BG_PlayAnimName( &ent->client->ps, "attack2", ANIM_BP_BOTH, qtrue, qfalse, qtrue );
} else {
BG_PlayAnimName( &ent->client->ps, "attack3", ANIM_BP_BOTH, qtrue, qfalse, qtrue );
}
// start the func
cs->aifunc = AIFunc_Heinrich_SwordKnockback;
return "AIFunc_Heinrich_SwordKnockback";
}
#define HEINRICH_SLASH_DELAY ANIMLENGTH( 17,25 )
#define HEINRICH_SLASH_RANGE 140
#define HEINRICH_SLASH_DAMAGE ( 30 + rand() % 15 )
char *AIFunc_Heinrich_SwordSideSlash( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
trace_t *tr;
vec3_t right, left;
float enemyDist;
aicast_predictmove_t move;
vec3_t vec;
cast_state_t *ecs;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
if ( cs->enemyNum < 0 ) {
if ( ent->client->ps.torsoTimer ) {
return NULL;
}
return AIFunc_DefaultStart( cs );
}
ecs = AICast_GetCastState( cs->enemyNum );
if ( ent->client->ps.torsoTimer < 500 ) {
if ( !ent->client->ps.legsTimer ) {
trap_EA_MoveForward( cs->entityNum );
}
ent->client->ps.legsTimer = 0;
ent->client->ps.torsoTimer = 0;
cs->castScriptStatus.scriptNoMoveTime = 0;
AICast_Heinrich_Taunt( cs );
return AIFunc_BattleChaseStart( cs );
}
// time for the melee?
if ( cs->enemyNum >= 0 && !( cs->aiFlags & AIFL_MISCFLAG1 ) ) {
// face them
AICast_AimAtEnemy( cs );
// keep checking for impact status
tr = CheckMeleeAttack( ent, HEINRICH_SLASH_RANGE, qfalse );
// ready for damage?
if ( cs->thinkFuncChangeTime < level.time - HEINRICH_SLASH_DELAY ) {
cs->aiFlags |= AIFL_MISCFLAG1;
// do melee damage
if ( tr && ( tr->entityNum == cs->enemyNum ) ) {
AngleVectors( cs->viewangles, NULL, right, NULL );
VectorNegate( right, left );
G_Damage( &g_entities[tr->entityNum], ent, ent, left, tr->endpos, HEINRICH_SLASH_DAMAGE, 0, MOD_GAUNTLET );
// sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDIMPACT] );
// throw them in direction of impact
left[2] = 0.5;
VectorMA( g_entities[cs->enemyNum].client->ps.velocity, 400, left, g_entities[cs->enemyNum].client->ps.velocity );
}
}
}
// if they are outside range, move forward
AICast_PredictMovement( ecs, 2, 0.3, &move, &g_entities[cs->enemyNum].client->pers.cmd, -1 );
VectorSubtract( move.endpos, cs->bs->origin, vec );
vec[2] = 0;
enemyDist = VectorLength( vec );
enemyDist -= g_entities[cs->enemyNum].r.maxs[0];
enemyDist -= ent->r.maxs[0];
if ( enemyDist > 30 ) { // we can get closer
if ( ent->client->ps.legsTimer ) {
cs->castScriptStatus.scriptNoMoveTime = level.time + 100;
ent->client->ps.legsTimer = 0; // allow legs to move us
}
if ( cs->castScriptStatus.scriptNoMoveTime < level.time ) {
trap_EA_MoveForward( cs->entityNum );
}
}
return NULL;
}
char *AIFunc_Heinrich_SwordSideSlashStart( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
cs->aiFlags |= AIFL_SPECIAL_FUNC;
// sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDSIDESLASH_START] );
// weapon sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDSIDESLASH_WEAPON] );
// face them
AICast_AimAtEnemy( cs );
// clear flags
cs->aiFlags &= ~( AIFL_MISCFLAG1 | AIFL_MISCFLAG2 );
// play the anim
BG_PlayAnimName( &ent->client->ps, "attack8", ANIM_BP_BOTH, qtrue, qfalse, qtrue );
// start the func
cs->aifunc = AIFunc_Heinrich_SwordSideSlash;
return "AIFunc_Heinrich_SwordSideSlash";
}
#define HEINRICH_STOMP_DELAY 900
#define HEINRICH_STOMP_RANGE 1024.0
#define HEINRICH_STOMP_VELOCITY_Z 420
#define HEINRICH_STOMP_DAMAGE 35
char *AIFunc_Heinrich_Earthquake( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
gentity_t *enemy;
cast_state_t *ecs;
vec3_t enemyVec;
float enemyDist, scale;
trace_t *tr;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
if ( cs->enemyNum < 0 ) {
if ( !ent->client->ps.torsoTimer ) {
return AIFunc_DefaultStart( cs );
}
return NULL;
}
enemy = &g_entities[cs->enemyNum];
ecs = AICast_GetCastState( cs->enemyNum );
VectorMA( enemy->r.currentOrigin, HEINRICH_STOMP_DELAY, enemy->client->ps.velocity, enemyVec );
VectorDistance( ent->r.currentOrigin, enemyVec );
if ( ent->client->ps.torsoTimer < 500 ) {
int rnd;
aicast_predictmove_t move;
vec3_t vec;
AICast_PredictMovement( ecs, 2, 0.5, &move, &g_entities[cs->enemyNum].client->pers.cmd, -1 );
VectorSubtract( move.endpos, cs->bs->origin, vec );
vec[2] = 0;
enemyDist = VectorLength( vec );
enemyDist -= g_entities[cs->enemyNum].r.maxs[0];
enemyDist -= ent->r.maxs[0];
//
if ( enemyDist < 140 ) {
// combo attack
rnd = rand() % 3;
switch ( rnd ) {
case 0:
return AIFunc_Heinrich_SwordSideSlashStart( cs );
case 1:
return AIFunc_Heinrich_SwordKnockbackStart( cs );
case 2:
return AIFunc_Heinrich_SwordLungeStart( cs );
}
} else { // back to roaming
ent->client->ps.legsTimer = 0;
ent->client->ps.torsoTimer = 0;
cs->castScriptStatus.scriptNoMoveTime = 0;
AICast_Heinrich_Taunt( cs );
return AIFunc_DefaultStart( cs );
}
}
// time for the thump?
if ( !( cs->aiFlags & AIFL_MISCFLAG1 ) ) {
// face them
AICast_AimAtEnemy( cs );
// ready for damage?
if ( cs->thinkFuncChangeTime < level.time - HEINRICH_STOMP_DELAY ) {
cs->aiFlags |= AIFL_MISCFLAG1;
// play the stomp sound
G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[ORDERSDENYSOUNDSCRIPT] ) );
// check for striking the player
tr = CheckMeleeAttack( ent, 70, qfalse );
// do melee damage
if ( tr && ( tr->entityNum == cs->enemyNum ) ) {
G_Damage( &g_entities[tr->entityNum], ent, ent, vec3_origin, tr->endpos, HEINRICH_STOMP_DAMAGE, 0, MOD_GAUNTLET );
}
// call the debris trigger
AICast_ScriptEvent( cs, "trigger", "quake" );
}
}
enemyDist = Distance( enemy->s.pos.trBase, ent->s.pos.trBase );
// do the earthquake effects
if ( cs->thinkFuncChangeTime < level.time - HEINRICH_STOMP_DELAY ) {
// throw the player into the air, if they are on the ground
if ( ( enemy->s.groundEntityNum != ENTITYNUM_NONE ) && enemyDist < HEINRICH_STOMP_RANGE ) {
scale = 0.5 + 0.5 * ( (float)ent->client->ps.torsoTimer / 1000.0 );
if ( scale > 1.0 ) {
scale = 1.0;
}
VectorSubtract( ent->s.pos.trBase, enemy->s.pos.trBase, enemyVec );
VectorScale( enemyVec, 2.0 * ( 0.6 + 0.5 * random() ) * scale * ( 0.6 + 0.6 * ( 1.0 - ( enemyDist / HEINRICH_STOMP_RANGE ) ) ), enemyVec );
enemyVec[2] = scale * HEINRICH_STOMP_VELOCITY_Z * ( 1.0 - 0.5 * ( enemyDist / HEINRICH_STOMP_RANGE ) );
// bounce the player using this velocity
VectorAdd( enemy->client->ps.velocity, enemyVec, enemy->client->ps.velocity );
}
}
return NULL;
}
char *AIFunc_Heinrich_MeleeStart( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
gentity_t *enemy = &g_entities[cs->enemyNum];
int rnd;
static int lastStomp;
if ( cs->enemyNum < 0 ) {
return NULL;
}
// record weapon fire
cs->weaponFireTimes[cs->weaponNum] = level.time;
// face them
AICast_AimAtEnemy( cs );
// clear flags
cs->aiFlags &= ~( AIFL_MISCFLAG1 | AIFL_MISCFLAG2 );
// decide which attack to use
if ( VectorDistance( ent->r.currentOrigin, enemy->r.currentOrigin ) < 60 ) {
rnd = 0; // sword slash up close
} else if ( VectorDistance( ent->r.currentOrigin, enemy->r.currentOrigin ) >= HEINRICH_SLASH_RANGE ) {
rnd = 1; // too far away, stomp
} else {
// pick at random
rnd = rand() % 2;
}
//
switch ( rnd ) {
case 0:
{
int rnd = rand() % 3;
switch ( rnd ) {
case 0:
return AIFunc_Heinrich_SwordSideSlashStart( cs );
case 1:
return AIFunc_Heinrich_SwordKnockbackStart( cs );
case 2:
return AIFunc_Heinrich_SwordLungeStart( cs );
}
}
case 1:
// dont do stomp too often
if ( lastStomp > level.time - 12000 ) { // plenty of time to let debris disappear
return NULL;
}
lastStomp = level.time;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
// sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_EARTHQUAKE_START] );
// play the anim
BG_PlayAnimName( &ent->client->ps, "attack7", ANIM_BP_BOTH, qtrue, qfalse, qtrue );
// start the func
cs->aifunc = AIFunc_Heinrich_Earthquake;
return "AIFunc_Heinrich_Earthquake";
}
// shutup compiler
return NULL;
}
#define HEINRICH_RAISEDEAD_DELAY 1200
#define HEINRICH_RAISEDEAD_COUNT 3
int lastRaise;
char *AIFunc_Heinrich_RaiseDead( cast_state_t *cs ) {
int i;
gentity_t *ent = &g_entities[cs->entityNum];
gentity_t *enemy = &g_entities[cs->enemyNum];
gentity_t *trav, *closest;
float closestDist, dist;
//
cs->aiFlags |= AIFL_SPECIAL_FUNC;
if ( cs->enemyNum < 0 ) {
if ( !ent->client->ps.torsoTimer ) {
return AIFunc_DefaultStart( cs );
}
return NULL;
}
//
// record weapon fire
cs->weaponFireTimes[cs->weaponNum] = level.time;
//
if ( !ent->client->ps.torsoTimer ) {
return AIFunc_DefaultStart( cs );
}
if ( ent->count2 && lastRaise < level.time - HEINRICH_RAISEDEAD_DELAY ) {
lastRaise = level.time;
// summons the closest warrior
closest = NULL;
closestDist = 0; // shutup the compiler
for ( i = 0, trav = g_entities; i < level.maxclients; i++, trav++ ) {
if ( !trav->inuse ) {
continue;
}
if ( !trav->aiInactive ) {
continue;
}
if ( trav->aiCharacter != AICHAR_WARZOMBIE ) {
continue;
}
dist = VectorDistance( trav->s.pos.trBase, enemy->r.currentOrigin );
if ( !closest || dist < closestDist ) {
closest = trav;
closestDist = dist;
}
}
//
if ( closest ) {
closest->AIScript_AlertEntity( closest );
// make them aware of the player
AICast_UpdateVisibility( closest, enemy, qtrue, qtrue );
// reduce the count
ent->count2--;
}
}
//
return NULL;
}
char *AIFunc_Heinrich_RaiseDeadStart( cast_state_t *cs ) {
int i, cnt, free;
gentity_t *ent = &g_entities[cs->entityNum];
gentity_t *trav;
float circleDist;
//
// count the number of active warriors
cnt = 0;
free = 0;
for ( i = 0, trav = g_entities; i < level.maxclients; i++, trav++ ) {
if ( !trav->inuse ) {
continue;
}
if ( trav->aiCharacter != AICHAR_WARZOMBIE ) {
continue;
}
if ( trav->aiInactive ) {
free++;
continue;
}
if ( trav->health <= 0 ) {
continue;
}
cnt++;
}
//
if ( cnt < HEINRICH_RAISEDEAD_COUNT && free ) { // need a new one
cs->aiFlags &= ~AIFL_MISCFLAG1;
ent->count2 = HEINRICH_RAISEDEAD_COUNT - cnt;
lastRaise = level.time;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
// start the animation
BG_PlayAnimName( &ent->client->ps, "attack4", ANIM_BP_BOTH, qtrue, qfalse, qtrue );
// play the sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_RAISEDEAD_START] );
// start the func
cs->aifunc = AIFunc_Heinrich_RaiseDead;
return "AIFunc_Heinrich_RaiseDead";
}
// enable all the spirit spawners
trav = NULL;
// TTimo: gcc: suggest () around assignment used as truth value
while ( ( trav = G_Find( trav, FOFS( classname ), "func_bats" ) ) ) {
if ( !trav->active && trav->spawnflags & 4 ) {
trav->active = 1; // let them release spirits now
}
}
// is the player outside the circle?
trav = NULL;
// TTimo: gcc: suggest () around assignment used as truth value
while ( ( trav = G_Find( trav, FOFS( classname ), "func_bats" ) ) ) {
if ( trav->spawnflags & 4 ) {
circleDist = trav->radius;
trav = G_Find( NULL, FOFS( targetname ), trav->target );
if ( trav ) {
if ( VectorDistance( g_entities[0].s.pos.trBase, trav->s.origin ) > circleDist ) {
cs->aiFlags &= ~AIFL_MISCFLAG1;
ent->count2 = 0;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
// start the animation
BG_PlayAnimName( &ent->client->ps, "attack4", ANIM_BP_BOTH, qtrue, qfalse, qtrue );
// play the sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_RAISEDEAD_START] );
// start the func
cs->aifunc = AIFunc_Heinrich_RaiseDead;
return "AIFunc_Heinrich_RaiseDead";
}
}
break;
}
}
//
return NULL;
}
char *AIFunc_Heinrich_SpawnSpiritsStart( cast_state_t *cs ) {
gentity_t *ent = &g_entities[cs->entityNum];
gentity_t *trav;
float circleDist;
//
// enable all the spirit spawners
trav = NULL;
// TTimo: gcc: suggest () around assignment used as truth value
while ( ( trav = G_Find( trav, FOFS( classname ), "func_bats" ) ) ) {
if ( !trav->active && trav->spawnflags & 4 ) {
trav->active = 1; // let them release spirits now
}
}
// is the player outside the circle?
trav = NULL;
// TTimo: gcc: suggest () around assignment used as truth value
while ( ( trav = G_Find( trav, FOFS( classname ), "func_bats" ) ) ) {
if ( trav->spawnflags & 4 ) {
circleDist = trav->radius;
trav = G_Find( NULL, FOFS( targetname ), trav->target );
if ( trav ) {
if ( VectorDistance( g_entities[0].s.pos.trBase, trav->s.origin ) > circleDist ) {
cs->aiFlags &= ~AIFL_MISCFLAG1;
ent->count2 = 0;
cs->aiFlags |= AIFL_SPECIAL_FUNC;
// start the animation
BG_PlayAnimName( &ent->client->ps, "attack4", ANIM_BP_BOTH, qtrue, qfalse, qtrue );
// play the sound
G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_RAISEDEAD_START] );
// start the func
cs->aifunc = AIFunc_Heinrich_RaiseDead; // just do raise dead, without raising any warriors
return "AIFunc_Heinrich_RaiseDead";
}
}
break;
}
}
//
return NULL;
}
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