1089 lines
23 KiB
C++
1089 lines
23 KiB
C++
/*
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================================================================
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GOLIATH
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================================================================
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Copyright (C) 1998 by 2015, Inc.
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All rights reserved.
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This source is may not be distributed and/or modified without
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expressly written permission by 2015, Inc.
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*/
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#include "goliath.h"
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#include "object.h"
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#include "player.h"
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#define GOLIATH_MAX_OBJECTS 20
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//===============================================================
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// GOLIATH
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//===============================================================
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Event EV_Goliath_InitThrowTime("throwtime");
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Event EV_Goliath_MeleeForce( "meleeforce" );
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Event EV_Goliath_SetLeftHand("setlefthand");
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Event EV_Goliath_SetRightHand("setrighthand");
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Event EV_Goliath_SetBothHands("setbothhands");
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Event EV_Goliath_SetAttackStage("attackstage");
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Event EV_Goliath_IfThrowHigh("ifthrowhigh");
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Event EV_Goliath_IfThrowLow("ifthrowlow");
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CLASS_DECLARATION(Actor, Goliath, "monster_goliath");
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ResponseDef Goliath::Responses[] =
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{
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{&EV_Goliath_InitThrowTime, (Response)Goliath::InitThrowTime},
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{&EV_Goliath_MeleeForce, (Response)Goliath::SetMeleeForce},
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{&EV_Goliath_SetLeftHand, (Response)Goliath::SetLeftHand},
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{&EV_Goliath_SetRightHand, (Response)Goliath::SetRightHand},
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{&EV_Goliath_SetBothHands, (Response)Goliath::SetBothHands},
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{&EV_Goliath_SetAttackStage, (Response)Goliath::SetAttackStage},
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{&EV_Goliath_IfThrowHigh, (Response)Goliath::IfThrowHighEvent},
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{&EV_Goliath_IfThrowLow, (Response)Goliath::IfThrowLowEvent},
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{NULL, NULL}
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};
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Goliath::Goliath()
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{
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randomthrowtime = 0;
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rubbletime = 0;
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throwhigh = false;
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leftdamage = 0;
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leftforce = 0;
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rightdamage = 0;
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rightforce = 0;
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hitsentient = false;
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if(attackstage < 1 || attackstage > 2)
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{
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attackstage = 1;
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}
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if ( actorthread )
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{
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actorthread->Vars()->SetVariable( "attackstage", attackstage );
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}
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flags |= FL_POSTTHINK;
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}
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void Goliath::Prethink(void)
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{
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trace_t trace;
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Vector tmpvec;
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qboolean nowthrowing = false;
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Entity *ent;
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if(attackstage == 2)
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{
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if(randomthrowtime && (randomthrowtime < level.time))
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{
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// we want to throw something...
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Entity *bestent;
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float bestdist;
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float dist;
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float distance;
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Vector delta;
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distance = 300;
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bestent = NULL;
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bestdist = distance * distance;
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ent = NULL;
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while(ent = findradius(ent, worldorigin.vec3(), distance))
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{
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if(ent->isSubclassOf(ThrowObject))
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{
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delta = centroid - ent->centroid;
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dist = delta * delta;
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if(dist <= bestdist)
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{
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bestent = ent;
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bestdist = dist;
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}
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}
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}
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if(bestent)
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{
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bestent = CheckObjectsAbove(bestent);
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SetVariable("other", bestent);
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if(DoAction("throwthing", false))
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{
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randomthrowtime = 0;
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nowthrowing = true;
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// easy his rumbling tendancies a bit
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if(rubbletime)
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rubbletime += 4 + G_Random(2) - skill->value;
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}
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}
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}
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// rumble timmer for when he goes to long wanting to
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// throw something without anything around
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if(randomthrowtime && !nowthrowing)
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{
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if(!rubbletime)
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{
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rubbletime = level.time + 5 + G_Random(2) - (skill->value * 1.5);
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}
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else if(rubbletime < level.time)
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{
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ScriptVariable *var;
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int numobjects;
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// check max objects at one time limit
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var = levelVars.GetVariable("goliathobject_count");
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if(var)
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numobjects = var->intValue();
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else
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numobjects = 0;
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if(numobjects < GOLIATH_MAX_OBJECTS)
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{
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// time to make more stuff to throw >)
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if(DoAction("rumbleattack", false))
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{
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randomthrowtime = 0;
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nowthrowing = true;
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// ah, feel better now
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rubbletime = 0;
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}
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}
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else
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{
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// ease off his rubble making tendacies for a bit
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rubbletime = level.time + 1 + G_Random(2);
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}
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}
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}
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}
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// check for having a hissy hit and going into stage two
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else
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{
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if(health < (max_health*0.5))
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{
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if(DoAction("pissedoff", false))
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{
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// yup, he's pissed
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attackstage = 2;
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nowthrowing = true;
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// make sure rubble attack timmer is inited
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rubbletime = 0;
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}
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}
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// stage one throwing occures less often then stage two throwing
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if(!nowthrowing && randomthrowtime && ((randomthrowtime + 1) < level.time))
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{
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// we want to throw something...
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Entity *bestent;
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float bestdist;
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float dist;
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float distance;
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Vector delta;
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distance = 320;
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bestent = NULL;
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bestdist = distance * distance;
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ent = NULL;
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while(ent = findradius(ent, worldorigin.vec3(), distance))
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{
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if(ent->isSubclassOf(ThrowObject))
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{
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delta = centroid - ent->centroid;
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dist = delta * delta;
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if(dist <= bestdist)
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{
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bestent = ent;
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bestdist = dist;
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}
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}
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}
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if(bestent)
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{
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bestent = CheckObjectsAbove(bestent);
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if(bestent)
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{
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SetVariable("other", bestent);
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if(DoAction("throwthing", false))
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{
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randomthrowtime = 0;
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nowthrowing = true;
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}
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}
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}
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}
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}
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if(!nowthrowing && randomthrowtime)
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{
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// if there's ever a throwable thing in our
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// way, then get it out of our way.
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tmpvec = worldorigin + move;
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trace = G_Trace(worldorigin, mins, maxs, tmpvec, this, edict->clipmask, "Goliath::Prethink");
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if((trace.fraction != 1) && (trace.ent))
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{
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// check if we ran into something we can throw
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ent = trace.ent->entity;
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if(ent->isSubclassOf(ThrowObject))
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{
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ent = CheckObjectsAbove(ent);
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if(ent)
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{
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SetVariable("other", ent);
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// if in attackstage 2, there's a chance we'll just smash it
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if((attackstage == 2) && (G_Random() < 0.6))
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{
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DoAction("destroyobstruction", false);
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}
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else
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{
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DoAction("throwobstruction", false);
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}
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}
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}
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}
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}
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//
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// call our superclass
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//
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Actor::Prethink();
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}
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#define HAND_SIZE 40
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// here's where the hand collision detection is done
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void Goliath::Postthink(void)
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{
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vec3_t trans[3];
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vec3_t orient;
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int groupindex;
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int tri_num;
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Vector pos, forward;
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Vector offset;
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Vector tmpvec;
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Vector handmins, handmaxs;
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Vector min, max;
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float handdiff;
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int num;
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edict_t *touch[MAX_EDICTS];
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handmins = Vector(-HAND_SIZE, -HAND_SIZE, -HAND_SIZE);
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handmaxs = Vector(HAND_SIZE, HAND_SIZE, HAND_SIZE);
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if(rightdamage || rightforce)
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{
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if(!gi.GetBoneInfo(edict->s.modelindex, "gun", &groupindex, &tri_num, orient))
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{
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// couldn't get proper bone info
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gi.dprintf("Couldn't find Goliath's gun bone\n");
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return;
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}
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AngleVectors(orient, forward.vec3(), NULL, NULL);
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// get hand position
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offset = vec_zero;
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gi.GetBoneTransform(edict->s.modelindex, groupindex, tri_num, orient, edict->s.anim,
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edict->s.frame, edict->s.scale, trans, offset.vec3());
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MatrixTransformVector(offset.vec3(), orientation, pos.vec3());
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pos += worldorigin;
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// check at an interpolated position if hand moved enough from last frame
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if(lastrightpos != vec_zero)
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{
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tmpvec = lastrightpos - pos;
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handdiff = tmpvec.length();
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if(handdiff > (HAND_SIZE*3))
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{
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tmpvec = (lastrightpos + pos)*0.5;
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min = tmpvec + handmins;
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max = tmpvec + handmaxs;
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num = gi.BoxEdicts(min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_TRIGGERS);
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if(num)
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DoHandHits(tmpvec, forward, rightdamage, rightforce, touch, num);
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num = gi.BoxEdicts(min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_SOLID);
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if(num)
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DoHandHits(tmpvec, forward, rightdamage, rightforce, touch, num);
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}
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}
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// check current hand position
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min = pos + handmins;
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max = pos + handmaxs;
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num = gi.BoxEdicts(min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_TRIGGERS);
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if(num)
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DoHandHits(pos, forward, rightdamage, rightforce, touch, num);
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num = gi.BoxEdicts(min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_SOLID);
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if(num)
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DoHandHits(pos, forward, rightdamage, rightforce, touch, num);
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// save current hand position
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lastrightpos = pos;
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}
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else
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{
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// clear out last hand position
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lastrightpos = vec_zero;
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}
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if(leftdamage || leftforce)
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{
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if(!gi.GetBoneInfo(edict->s.modelindex, "leftgun", &groupindex, &tri_num, orient))
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{
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// couldn't get proper bone info
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gi.dprintf("Couldn't find Goliath's leftgun bone\n");
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return;
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}
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AngleVectors(orient, forward.vec3(), NULL, NULL);
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// get hand position
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offset = vec_zero;
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gi.GetBoneTransform(edict->s.modelindex, groupindex, tri_num, orient, edict->s.anim,
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edict->s.frame, edict->s.scale, trans, offset.vec3());
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MatrixTransformVector(offset.vec3(), orientation, pos.vec3());
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pos += worldorigin;
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// check at an interpolated position if hand moved enough from last frame
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if(lastleftpos != vec_zero)
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{
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tmpvec = lastleftpos - pos;
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handdiff = tmpvec.length();
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if(handdiff > (HAND_SIZE*3))
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{
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tmpvec = (lastleftpos + pos)*0.5;
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min = tmpvec + handmins;
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max = tmpvec + handmaxs;
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num = gi.BoxEdicts(min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_TRIGGERS);
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if(num)
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DoHandHits(tmpvec, forward, leftdamage, leftforce, touch, num);
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num = gi.BoxEdicts(min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_SOLID);
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if(num)
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DoHandHits(tmpvec, forward, leftdamage, leftforce, touch, num);
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}
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}
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// check current hand position
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min = pos + handmins;
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max = pos + handmaxs;
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num = gi.BoxEdicts(min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_TRIGGERS);
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if(num)
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DoHandHits(pos, forward, leftdamage, leftforce, touch, num);
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num = gi.BoxEdicts(min.vec3(), max.vec3(), touch, MAX_EDICTS, AREA_SOLID);
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if(num)
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DoHandHits(pos, forward, leftdamage, leftforce, touch, num);
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// save current hand position
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lastleftpos = pos;
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}
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else
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{
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// clear out last hand position
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lastleftpos = vec_zero;
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}
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}
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void Goliath::InitThrowTime(Event *ev)
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{
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float mintime, maxtime, timediff;
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// if fewer than 2 numbers are given, clear timmer
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if(ev->NumArgs() < 2)
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{
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randomthrowtime = 0;
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return;
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}
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mintime = ev->GetFloat(1);
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maxtime = ev->GetFloat(2);
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timediff = maxtime - mintime;
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randomthrowtime = level.time + mintime + G_Random(timediff);
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randomthrowtime = level.time + G_Random(timediff);
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}
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Entity *Goliath::CheckObjectsAbove(Entity *ent)
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{
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Vector tmpvec, tmpvec2;
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trace_t trace;
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int mask, i;
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Entity *newent;
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float tmpflt;
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// make sure we're passed a good thing
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if(!ent)
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return NULL;
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if((ent->health <= 0) || (!ent->isSubclassOf(ThrowObject)))
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return NULL;
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// check for a better thing on the thing
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mask = MASK_PROJECTILE;
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// first try a full size trace
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tmpvec = ent->worldorigin + Vector(0, 0, 16);
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trace = G_Trace(ent->worldorigin, ent->mins, ent->maxs, tmpvec, ent, mask, "Goliath::CheckObjectsAbove");
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// check for something good
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if(trace.ent)
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{
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newent = trace.ent->entity;
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// check for a stackable object that's above us
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if((newent->spawnflags & 8) && (newent->worldorigin.z > ent->worldorigin.z))
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{
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throwhigh = true;
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return newent;
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}
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}
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// try several different spots
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for(i = 0; i < 13; i++)
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{
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tmpvec = ent->worldorigin;
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switch(i)
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{
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// corners
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case 1:
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tmpvec.x += ent->mins.x + 8;
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tmpvec.y += ent->mins.y + 8;
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break;
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case 2:
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tmpvec.x += ent->mins.x + 8;
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tmpvec.y += ent->maxs.y - 8;
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break;
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case 3:
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tmpvec.x += ent->maxs.x - 8;
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tmpvec.y += ent->mins.y + 8;
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break;
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case 4:
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tmpvec.x += ent->maxs.x - 8;
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tmpvec.y += ent->maxs.y - 8;
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break;
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// edge middles
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case 5:
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tmpvec.x += ent->mins.x + 8;
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break;
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case 6:
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tmpvec.x += ent->maxs.x - 8;
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break;
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case 7:
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tmpvec.y += ent->mins.y + 8;
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break;
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case 8:
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tmpvec.y += ent->maxs.y - 8;
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break;
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}
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tmpvec2 = tmpvec + Vector(0, 0, 16);
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trace = G_Trace(tmpvec, Vector(-4, -4, 0), Vector(4, 4, ent->maxs.z - 1), tmpvec2, ent, mask, "Goliath::CheckObjectsAbove");
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// check for something good
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if(trace.ent)
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{
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newent = trace.ent->entity;
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// check for a stackable object that's above us
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if(newent->worldorigin.z > ent->worldorigin.z)
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{
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throwhigh = true;
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return newent;
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}
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}
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}
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// couldn't find anything, so stick with that we've got
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// check our object's pichup height
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tmpflt = ent->worldorigin.z - worldorigin.z;
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if(tmpflt > 32)
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throwhigh = true;
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else
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throwhigh = false;
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return ent;
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}
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//===============================================================
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// melee attack stuff
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void Goliath::SetMeleeForce (Event *ev)
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{
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melee_force = ev->GetFloat(1);
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melee_force *= edict->s.scale;
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}
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void Goliath::SetLeftHand(Event *ev)
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{
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leftdamage = ev->GetFloat(1);
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leftforce = ev->GetFloat(2);
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}
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void Goliath::SetRightHand(Event *ev)
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{
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rightdamage = ev->GetFloat(1);
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rightforce = ev->GetFloat(2);
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}
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void Goliath::SetBothHands(Event *ev)
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{
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rightdamage = ev->GetFloat(1);
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rightforce = ev->GetFloat(2);
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leftdamage = rightdamage;
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leftforce = rightforce;
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}
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void Goliath::DoHandHits(Vector pos, Vector dir, float handdamage, float handforce, edict_t *touch[MAX_EDICTS], int num)
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{
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edict_t *hit;
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Entity *ent;
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int i;
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float damage;
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// horizontalize the direction
|
|
dir.z = 0;
|
|
dir.normalize();
|
|
|
|
for(i = 0; i < num; i++)
|
|
{
|
|
hit = touch[i];
|
|
if(!hit->inuse)
|
|
continue;
|
|
|
|
assert(hit->entity);
|
|
|
|
ent = hit->entity;
|
|
|
|
if(ent == this)
|
|
continue;
|
|
|
|
if(ent->getSolidType() == SOLID_BSP)
|
|
continue;
|
|
|
|
// so goliaths don't hurt each other
|
|
if(ent->isSubclassOf(Goliath))
|
|
continue;
|
|
|
|
if(ent->isSubclassOf(Sentient) && hitsentient)
|
|
continue;
|
|
|
|
if(ent->takedamage)
|
|
{
|
|
if(ent->isSubclassOf(Sentient))
|
|
{
|
|
damage = melee_damage*handdamage;
|
|
hitsentient = true;
|
|
}
|
|
else
|
|
{
|
|
damage = ent->max_health * 10;
|
|
|
|
// make a hit sound
|
|
ent->RandomGlobalSound("impact_smallexplosion", 0.5, CHAN_BODY);
|
|
}
|
|
|
|
ent->Damage( this, this, (int)damage, pos,
|
|
vec_zero, vec_zero, 0, DAMAGE_NO_KNOCKBACK, MOD_MUTANTHANDS, -1, -1, 1.0f );
|
|
|
|
ent->velocity -= dir * (melee_force * handforce);
|
|
if(ent->velocity.z < 50)
|
|
ent->velocity.z = 50;
|
|
ent->groundentity = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===============================================================
|
|
|
|
void Goliath::SetAttackStage(Event *ev)
|
|
{
|
|
attackstage = ev->GetInteger(1);
|
|
|
|
if(attackstage < 1)
|
|
attackstage = 1;
|
|
else if(attackstage > 2)
|
|
attackstage = 2;
|
|
|
|
if ( actorthread )
|
|
{
|
|
actorthread->Vars()->SetVariable( "attackstage", attackstage );
|
|
}
|
|
}
|
|
|
|
void Goliath::IfThrowHighEvent(Event *ev)
|
|
{
|
|
ScriptThread *thread;
|
|
|
|
thread = ev->GetThread();
|
|
assert(thread);
|
|
if(!thread)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(throwhigh)
|
|
{
|
|
thread->ProcessCommandFromEvent(ev, 1);
|
|
}
|
|
}
|
|
|
|
void Goliath::IfThrowLowEvent(Event *ev)
|
|
{
|
|
ScriptThread *thread;
|
|
|
|
thread = ev->GetThread();
|
|
assert(thread);
|
|
if(!thread)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(!throwhigh)
|
|
{
|
|
thread->ProcessCommandFromEvent(ev, 1);
|
|
}
|
|
}
|
|
|
|
//===============================================================
|
|
|
|
/****************************************************************************
|
|
|
|
RumbleAttack Class Definition
|
|
|
|
Goliath does an attack that causes the player to get jittered around
|
|
and also causes rubble to fall from the ceiling
|
|
|
|
****************************************************************************/
|
|
|
|
CLASS_DECLARATION( Behavior, RumbleAttack, NULL );
|
|
|
|
Event EV_RumbleAttack_DoRumble("dorumble");
|
|
|
|
ResponseDef RumbleAttack::Responses[] =
|
|
{
|
|
{&EV_Behavior_Args, (Response)RumbleAttack::SetArgs},
|
|
{&EV_Behavior_AnimDone, (Response)RumbleAttack::AnimDone},
|
|
{&EV_RumbleAttack_DoRumble,(Response)RumbleAttack::DoRumble},
|
|
{NULL, NULL}
|
|
};
|
|
|
|
void RumbleAttack::ShowInfo (Actor &self)
|
|
{
|
|
Behavior::ShowInfo(self);
|
|
|
|
gi.printf("\nanim: %s\n", anim.c_str());
|
|
gi.printf("animdone: %d\n", animdone);
|
|
gi.printf("\nrubbletarget: %s\n", rubbletarget.c_str());
|
|
gi.printf("rubblenums: %d\n", rubblenums);
|
|
}
|
|
|
|
void RumbleAttack::Begin (Actor &self)
|
|
{
|
|
if(!anim.length())
|
|
{
|
|
anim = "rumble";
|
|
}
|
|
animdone = false;
|
|
|
|
// start off the rumbling animation
|
|
if(self.HasAnim(anim.c_str()))
|
|
{
|
|
self.SetAnim(anim.c_str(), EV_Actor_NotifyBehavior);
|
|
}
|
|
else
|
|
{
|
|
// no animation, so don't do it
|
|
self.SetAnim("idle");
|
|
animdone = true;
|
|
}
|
|
}
|
|
|
|
void RumbleAttack::SetArgs (Event *ev)
|
|
{
|
|
anim = ev->GetString(2);
|
|
rubbletarget = ev->GetString(3);
|
|
}
|
|
|
|
void RumbleAttack::AnimDone (Event *ev)
|
|
{
|
|
animdone = true;
|
|
}
|
|
|
|
qboolean RumbleAttack::Evaluate (Actor &self)
|
|
{
|
|
// when the animation is finished, the behaivior is finished
|
|
if(animdone)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void RumbleAttack::End (Actor &self)
|
|
{
|
|
self.SetAnim("idle");
|
|
}
|
|
|
|
void RumbleAttack::DoRumble(Event *ev)
|
|
{
|
|
str targ;
|
|
int num, i;
|
|
Entity *ent;
|
|
Player *player;
|
|
Event *event;
|
|
|
|
targ = rubbletarget;
|
|
|
|
if(targ.length())
|
|
{
|
|
num = 0;
|
|
do
|
|
{
|
|
num = G_FindTarget(num, targ.c_str());
|
|
if(!num)
|
|
{
|
|
break;
|
|
}
|
|
|
|
ent = G_GetEntity(num);
|
|
|
|
event = new Event(EV_Activate);
|
|
event->AddEntity(ev->GetEntity(1));
|
|
ent->PostEvent(event, 0);
|
|
}
|
|
while(1);
|
|
}
|
|
|
|
// jitter the player around
|
|
for(i = 1; i <= maxclients->value; i++)
|
|
{
|
|
if(!g_edicts[i].inuse || !g_edicts[i].entity)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
player = (Player *)(g_edicts[i].entity);
|
|
|
|
player->SetAngleJitter(12, 5, 1);
|
|
player->SetOffsetJitter(10, 2.5, 1);
|
|
}
|
|
}
|
|
|
|
/****************************************************************************
|
|
|
|
GoliathMelee Class Definition
|
|
|
|
****************************************************************************/
|
|
|
|
CLASS_DECLARATION( Behavior, GoliathMelee, NULL );
|
|
|
|
ResponseDef GoliathMelee::Responses[] =
|
|
{
|
|
{&EV_Behavior_AnimDone, (Response)GoliathMelee::AnimDone},
|
|
{NULL, NULL}
|
|
};
|
|
|
|
GoliathMelee::GoliathMelee()
|
|
{
|
|
}
|
|
|
|
void GoliathMelee::ShowInfo (Actor &self)
|
|
{
|
|
Behavior::ShowInfo( self );
|
|
|
|
gi.printf("\naim:\n");
|
|
turnto.ShowInfo(self);
|
|
|
|
gi.printf( "animdone: %d\n", animdone );
|
|
}
|
|
|
|
void GoliathMelee::Begin (Actor &self)
|
|
{
|
|
mode = 0;
|
|
animdone = false;
|
|
|
|
// clear Goliaths hitsentient value
|
|
((Goliath *)&self)->hitsentient = false;
|
|
}
|
|
|
|
void GoliathMelee::SetArgs (Event *ev)
|
|
{
|
|
}
|
|
|
|
void GoliathMelee::AnimDone (Event *ev)
|
|
{
|
|
animdone = true;
|
|
}
|
|
|
|
qboolean GoliathMelee::Evaluate (Actor &self)
|
|
{
|
|
if(animdone)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(!self.has_melee || !self.currentEnemy)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(mode == 0)
|
|
{
|
|
float r;
|
|
Vector delta;
|
|
|
|
delta = self.currentEnemy->centroid - self.centroid;
|
|
r = delta.length();
|
|
if(r > self.melee_range)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
r = delta.toYaw();
|
|
turnto.SetDirection(r);
|
|
turnto.SetTolerance(10);
|
|
|
|
if(turnto.Evaluate(self))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// melee
|
|
self.SetAnim("melee", EV_Actor_NotifyBehavior);
|
|
self.Chatter("snd_attacktaunt", 5);
|
|
|
|
mode = 1;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void GoliathMelee::End (Actor &self)
|
|
{
|
|
turnto.End(self);
|
|
self.SetAnim("idle");
|
|
}
|
|
|
|
/****************************************************************************
|
|
|
|
Goliath Pickup Behavior Class Definition
|
|
|
|
****************************************************************************/
|
|
|
|
CLASS_DECLARATION( Behavior, GoliathPickupAndThrow, NULL );
|
|
|
|
extern Event EV_PickupAndThrow_Pickup;
|
|
extern Event EV_PickupAndThrow_Throw;
|
|
|
|
ResponseDef GoliathPickupAndThrow::Responses[] =
|
|
{
|
|
{&EV_Behavior_Args, (Response)GoliathPickupAndThrow::SetArgs},
|
|
{&EV_Behavior_AnimDone, (Response)GoliathPickupAndThrow::AnimDone},
|
|
{&EV_PickupAndThrow_Pickup, (Response)GoliathPickupAndThrow::Pickup},
|
|
{&EV_PickupAndThrow_Throw, (Response)GoliathPickupAndThrow::Throw},
|
|
{NULL, NULL}
|
|
};
|
|
|
|
GoliathPickupAndThrow::GoliathPickupAndThrow()
|
|
{
|
|
}
|
|
|
|
void GoliathPickupAndThrow::ShowInfo (Actor &self)
|
|
{
|
|
Behavior::ShowInfo( self );
|
|
|
|
gi.printf( "\naim:\n" );
|
|
aim.ShowInfo( self );
|
|
|
|
gi.printf( "\nmode: %d\n", mode );
|
|
gi.printf( "\nanim: %s\n", anim.c_str() );
|
|
gi.printf( "animdone: %d\n", animdone );
|
|
|
|
if ( pickup_target )
|
|
{
|
|
gi.printf( "\npickup_target: #%d '%s'\n", pickup_target->entnum, pickup_target->targetname.c_str() );
|
|
}
|
|
else
|
|
{
|
|
gi.printf( "\npickup_target: NULL\n" );
|
|
}
|
|
}
|
|
|
|
void GoliathPickupAndThrow::Begin (Actor &self)
|
|
{
|
|
mode = 0;
|
|
animdone = false;
|
|
|
|
if(!anim.length())
|
|
{
|
|
anim = "pickup";
|
|
}
|
|
|
|
// turn towards the object
|
|
if(pickup_target)
|
|
{
|
|
turnto.SetTarget(pickup_target);
|
|
turnto.SetTolerance(20);
|
|
turnto.Begin(self);
|
|
}
|
|
}
|
|
|
|
void GoliathPickupAndThrow::SetArgs (Event *ev)
|
|
{
|
|
pickup_target = ev->GetEntity( 2 );
|
|
|
|
if(ev->NumArgs() > 2)
|
|
{
|
|
anim = ev->GetString(3);
|
|
}
|
|
}
|
|
|
|
void GoliathPickupAndThrow::AnimDone (Event *ev)
|
|
{
|
|
animdone = true;
|
|
}
|
|
|
|
void GoliathPickupAndThrow::Pickup (Event *ev)
|
|
{
|
|
Entity * ent;
|
|
Event * e;
|
|
|
|
ent = ev->GetEntity( 1 );
|
|
if ( pickup_target )
|
|
{
|
|
e = new Event( EV_ThrowObject_Pickup );
|
|
e->AddEntity( ent );
|
|
e->AddString( ev->GetString( 2 ) );
|
|
pickup_target->ProcessEvent( e );
|
|
turnto.End(*((Actor *)ent));
|
|
}
|
|
}
|
|
|
|
void GoliathPickupAndThrow::Throw (Event *ev)
|
|
{
|
|
Actor * act;
|
|
Event * e;
|
|
|
|
act = (Actor *)ev->GetEntity( 1 );
|
|
if ( pickup_target )
|
|
{
|
|
if ( !act->currentEnemy )
|
|
return;
|
|
e = new Event( EV_ThrowObject_Throw );
|
|
e->AddEntity( act );
|
|
e->AddFloat( 800 );
|
|
e->AddEntity( act->currentEnemy );
|
|
e->AddFloat( 1 );
|
|
pickup_target->ProcessEvent( e );
|
|
}
|
|
}
|
|
|
|
qboolean GoliathPickupAndThrow::Evaluate (Actor &self)
|
|
{
|
|
Event * ev;
|
|
|
|
if ( !self.currentEnemy || !pickup_target )
|
|
return false;
|
|
|
|
switch( mode )
|
|
{
|
|
case 0 :
|
|
if ( self.HasAnim( anim.c_str() ) )
|
|
{
|
|
animdone = false;
|
|
self.SetAnim( anim.c_str(), EV_Actor_NotifyBehavior );
|
|
mode = 1;
|
|
}
|
|
else
|
|
{
|
|
// skip the pickup animation
|
|
ev = new Event( EV_PickupAndThrow_Pickup );
|
|
ev->AddEntity( &self );
|
|
ev->AddString( "gun" );
|
|
ProcessEvent( ev );
|
|
animdone = true;
|
|
}
|
|
|
|
case 1 :
|
|
if ( !animdone )
|
|
break;
|
|
aim.Begin( self );
|
|
mode = 2;
|
|
if ( self.HasAnim( "throw_aim" ) )
|
|
{
|
|
self.SetAnim( "throw_aim", EV_Actor_NotifyBehavior );
|
|
}
|
|
else
|
|
{
|
|
self.SetAnim( "idle" );
|
|
}
|
|
|
|
case 2 :
|
|
// aim towards our target
|
|
aim.SetTarget( self.currentEnemy );
|
|
if ( aim.Evaluate( self ) )
|
|
{
|
|
break;
|
|
}
|
|
mode = 3;
|
|
|
|
case 3 :
|
|
// Throwing
|
|
mode = 4;
|
|
if ( self.HasAnim( "throw" ) )
|
|
{
|
|
animdone = false;
|
|
self.SetAnim( "throw", EV_Actor_NotifyBehavior );
|
|
mode = 4;
|
|
}
|
|
else
|
|
{
|
|
// skip the pickup animation
|
|
ev = new Event( EV_PickupAndThrow_Throw );
|
|
ev->AddEntity( &self );
|
|
ProcessEvent( ev );
|
|
animdone = true;
|
|
}
|
|
break;
|
|
|
|
case 4 :
|
|
if ( !animdone )
|
|
break;
|
|
return false;
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void GoliathPickupAndThrow::End (Actor &self)
|
|
{
|
|
aim.End( self );
|
|
turnto.End(self);
|
|
self.SetAnim( "idle" );
|
|
}
|