jedi-academy/codemp/game/NPC_AI_Rancor.c

956 lines
29 KiB
C
Raw Normal View History

2013-04-19 02:52:48 +00:00
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
#include "g_headers.h"
#include "b_local.h"
extern void G_GetBoltPosition( gentity_t *self, int boltIndex, vec3_t pos, int modelIndex );
// These define the working combat range for these suckers
#define MIN_DISTANCE 128
#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
#define MAX_DISTANCE 1024
#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
#define LSTATE_CLEAR 0
#define LSTATE_WAITING 1
void Rancor_SetBolts( gentity_t *self )
{
if ( self && self->client )
{
renderInfo_t *ri = &self->client->renderInfo;
ri->handRBolt = trap_G2API_AddBolt( self->ghoul2, 0, "*r_hand" );
ri->handLBolt = trap_G2API_AddBolt( self->ghoul2, 0, "*l_hand" );
ri->headBolt = trap_G2API_AddBolt( self->ghoul2, 0, "*head_eyes" );
ri->torsoBolt = trap_G2API_AddBolt( self->ghoul2, 0, "jaw_bone" );
}
}
/*
-------------------------
NPC_Rancor_Precache
-------------------------
*/
void NPC_Rancor_Precache( void )
{
int i;
for ( i = 1; i < 3; i ++ )
{
G_SoundIndex( va("sound/chars/rancor/snort_%d.wav", i) );
}
G_SoundIndex( "sound/chars/rancor/swipehit.wav" );
G_SoundIndex( "sound/chars/rancor/chomp.wav" );
}
/*
-------------------------
Rancor_Idle
-------------------------
*/
void Rancor_Idle( void )
{
NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
}
qboolean Rancor_CheckRoar( gentity_t *self )
{
if ( !self->wait )
{//haven't ever gotten mad yet
self->wait = 1;//do this only once
self->client->ps.eFlags2 |= EF2_ALERTED;
NPC_SetAnim( self, SETANIM_BOTH, BOTH_STAND1TO2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( self, "rageTime", self->client->ps.legsTimer );
return qtrue;
}
return qfalse;
}
/*
-------------------------
Rancor_Patrol
-------------------------
*/
void Rancor_Patrol( void )
{
NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
else
{
if ( TIMER_Done( NPC, "patrolTime" ))
{
TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
}
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
Rancor_Idle();
return;
}
Rancor_CheckRoar( NPC );
TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
}
/*
-------------------------
Rancor_Move
-------------------------
*/
void Rancor_Move( qboolean visible )
{
if ( NPCInfo->localState != LSTATE_WAITING )
{
NPCInfo->goalEntity = NPC->enemy;
if ( !NPC_MoveToGoal( qtrue ) )
{
NPCInfo->consecutiveBlockedMoves++;
}
else
{
NPCInfo->consecutiveBlockedMoves = 0;
}
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
}
}
//---------------------------------------------------------
//extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
extern void G_Knockdown( gentity_t *victim );
extern void G_Dismember( gentity_t *ent, gentity_t *enemy, vec3_t point, int limbType, float limbRollBase, float limbPitchBase, int deathAnim, qboolean postDeath );
//extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force );
extern float NPC_EntRangeFromBolt( gentity_t *targEnt, int boltIndex );
extern int NPC_GetEntsNearBolt( int *radiusEnts, float radius, int boltIndex, vec3_t boltOrg );
void Rancor_DropVictim( gentity_t *self )
{
//FIXME: if Rancor dies, it should drop its victim.
//FIXME: if Rancor is removed, it must remove its victim.
if ( self->activator )
{
if ( self->activator->client )
{
self->activator->client->ps.eFlags2 &= ~EF2_HELD_BY_MONSTER;
self->activator->client->ps.hasLookTarget = qfalse;
self->activator->client->ps.lookTarget = ENTITYNUM_NONE;
self->activator->client->ps.viewangles[ROLL] = 0;
SetClientViewAngle( self->activator, self->activator->client->ps.viewangles );
self->activator->r.currentAngles[PITCH] = self->activator->r.currentAngles[ROLL] = 0;
G_SetAngles( self->activator, self->activator->r.currentAngles );
}
if ( self->activator->health <= 0 )
{
//if ( self->activator->s.number )
{//never free player
if ( self->count == 1 )
{//in my hand, just drop them
if ( self->activator->client )
{
self->activator->client->ps.legsTimer = self->activator->client->ps.torsoTimer = 0;
//FIXME: ragdoll?
}
}
else
{
if ( self->activator->client )
{
self->activator->client->ps.eFlags |= EF_NODRAW;//so his corpse doesn't drop out of me...
}
//G_FreeEntity( self->activator );
}
}
}
else
{
if ( self->activator->NPC )
{//start thinking again
self->activator->NPC->nextBStateThink = level.time;
}
//clear their anim and let them fall
self->activator->client->ps.legsTimer = self->activator->client->ps.torsoTimer = 0;
}
if ( self->enemy == self->activator )
{
self->enemy = NULL;
}
self->activator = NULL;
}
self->count = 0;//drop him
}
void Rancor_Swing( qboolean tryGrab )
{
int radiusEntNums[128];
int numEnts;
const float radius = 88;
const float radiusSquared = (radius*radius);
int i;
vec3_t boltOrg;
numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, NPC->client->renderInfo.handRBolt, boltOrg );
for ( i = 0; i < numEnts; i++ )
{
gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
if ( !radiusEnt->inuse )
{
continue;
}
if ( radiusEnt == NPC )
{//Skip the rancor ent
continue;
}
if ( radiusEnt->client == NULL )
{//must be a client
continue;
}
if ( (radiusEnt->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
{//can't be one already being held
continue;
}
if ( DistanceSquared( radiusEnt->r.currentOrigin, boltOrg ) <= radiusSquared )
{
if ( tryGrab
&& NPC->count != 1 //don't have one in hand or in mouth already - FIXME: allow one in hand and any number in mouth!
&& radiusEnt->client->NPC_class != CLASS_RANCOR
&& radiusEnt->client->NPC_class != CLASS_GALAKMECH
&& radiusEnt->client->NPC_class != CLASS_ATST
&& radiusEnt->client->NPC_class != CLASS_GONK
&& radiusEnt->client->NPC_class != CLASS_R2D2
&& radiusEnt->client->NPC_class != CLASS_R5D2
&& radiusEnt->client->NPC_class != CLASS_MARK1
&& radiusEnt->client->NPC_class != CLASS_MARK2
&& radiusEnt->client->NPC_class != CLASS_MOUSE
&& radiusEnt->client->NPC_class != CLASS_PROBE
&& radiusEnt->client->NPC_class != CLASS_SEEKER
&& radiusEnt->client->NPC_class != CLASS_REMOTE
&& radiusEnt->client->NPC_class != CLASS_SENTRY
&& radiusEnt->client->NPC_class != CLASS_INTERROGATOR
&& radiusEnt->client->NPC_class != CLASS_VEHICLE )
{//grab
if ( NPC->count == 2 )
{//have one in my mouth, remove him
TIMER_Remove( NPC, "clearGrabbed" );
Rancor_DropVictim( NPC );
}
NPC->enemy = radiusEnt;//make him my new best friend
radiusEnt->client->ps.eFlags2 |= EF2_HELD_BY_MONSTER;
//FIXME: this makes it so that the victim can't hit us with shots! Just use activator or something
radiusEnt->client->ps.hasLookTarget = qtrue;
radiusEnt->client->ps.lookTarget = NPC->s.number;
NPC->activator = radiusEnt;//remember him
NPC->count = 1;//in my hand
//wait to attack
TIMER_Set( NPC, "attacking", NPC->client->ps.legsTimer + Q_irand(500, 2500) );
if ( radiusEnt->health > 0 && radiusEnt->pain )
{//do pain on enemy
radiusEnt->pain( radiusEnt, NPC, 100 );
//GEntity_PainFunc( radiusEnt, NPC, NPC, radiusEnt->r.currentOrigin, 0, MOD_CRUSH );
}
else if ( radiusEnt->client )
{
radiusEnt->client->ps.forceHandExtend = HANDEXTEND_NONE;
radiusEnt->client->ps.forceHandExtendTime = 0;
NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
}
else
{//smack
vec3_t pushDir;
vec3_t angs;
G_Sound( radiusEnt, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
//actually push the enemy
/*
//VectorSubtract( radiusEnt->r.currentOrigin, boltOrg, pushDir );
VectorSubtract( radiusEnt->r.currentOrigin, NPC->r.currentOrigin, pushDir );
pushDir[2] = Q_flrand( 100, 200 );
VectorNormalize( pushDir );
*/
VectorCopy( NPC->client->ps.viewangles, angs );
angs[YAW] += flrand( 25, 50 );
angs[PITCH] = flrand( -25, -15 );
AngleVectors( angs, pushDir, NULL, NULL );
if ( radiusEnt->client->NPC_class != CLASS_RANCOR
&& radiusEnt->client->NPC_class != CLASS_ATST )
{
G_Damage( radiusEnt, NPC, NPC, vec3_origin, radiusEnt->r.currentOrigin, Q_irand( 25, 40 ), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
G_Throw( radiusEnt, pushDir, 250 );
if ( radiusEnt->health > 0 )
{//do pain on enemy
G_Knockdown( radiusEnt );//, NPC, pushDir, 100, qtrue );
}
}
}
}
}
}
void Rancor_Smash( void )
{
int radiusEntNums[128];
int numEnts;
const float radius = 128;
const float halfRadSquared = ((radius/2)*(radius/2));
const float radiusSquared = (radius*radius);
float distSq;
int i;
vec3_t boltOrg;
AddSoundEvent( NPC, NPC->r.currentOrigin, 512, AEL_DANGER, qfalse );//, qtrue );
numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, NPC->client->renderInfo.handLBolt, boltOrg );
for ( i = 0; i < numEnts; i++ )
{
gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
if ( !radiusEnt->inuse )
{
continue;
}
if ( radiusEnt == NPC )
{//Skip the rancor ent
continue;
}
if ( radiusEnt->client == NULL )
{//must be a client
continue;
}
if ( (radiusEnt->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
{//can't be one being held
continue;
}
distSq = DistanceSquared( radiusEnt->r.currentOrigin, boltOrg );
if ( distSq <= radiusSquared )
{
G_Sound( radiusEnt, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
if ( distSq < halfRadSquared )
{//close enough to do damage, too
G_Damage( radiusEnt, NPC, NPC, vec3_origin, radiusEnt->r.currentOrigin, Q_irand( 10, 25 ), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
}
if ( radiusEnt->health > 0
&& radiusEnt->client
&& radiusEnt->client->NPC_class != CLASS_RANCOR
&& radiusEnt->client->NPC_class != CLASS_ATST )
{
if ( distSq < halfRadSquared
|| radiusEnt->client->ps.groundEntityNum != ENTITYNUM_NONE )
{//within range of my fist or withing ground-shaking range and not in the air
G_Knockdown( radiusEnt );//, NPC, vec3_origin, 100, qtrue );
}
}
}
}
}
void Rancor_Bite( void )
{
int radiusEntNums[128];
int numEnts;
const float radius = 100;
const float radiusSquared = (radius*radius);
int i;
vec3_t boltOrg;
numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, NPC->client->renderInfo.crotchBolt, boltOrg );//was gutBolt?
for ( i = 0; i < numEnts; i++ )
{
gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
if ( !radiusEnt->inuse )
{
continue;
}
if ( radiusEnt == NPC )
{//Skip the rancor ent
continue;
}
if ( radiusEnt->client == NULL )
{//must be a client
continue;
}
if ( (radiusEnt->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
{//can't be one already being held
continue;
}
if ( DistanceSquared( radiusEnt->r.currentOrigin, boltOrg ) <= radiusSquared )
{
G_Damage( radiusEnt, NPC, NPC, vec3_origin, radiusEnt->r.currentOrigin, Q_irand( 15, 30 ), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
if ( radiusEnt->health <= 0 && radiusEnt->client )
{//killed them, chance of dismembering
if ( !Q_irand( 0, 1 ) )
{//bite something off
int hitLoc = Q_irand( G2_MODELPART_HEAD, G2_MODELPART_RLEG );
if ( hitLoc == G2_MODELPART_HEAD )
{
NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATH17, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
else if ( hitLoc == G2_MODELPART_WAIST )
{
NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATHBACKWARD2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
//radiusEnt->client->dismembered = qfalse;
//FIXME: the limb should just disappear, cuz I ate it
G_Dismember( radiusEnt, NPC, radiusEnt->r.currentOrigin, hitLoc, 90, 0, radiusEnt->client->ps.torsoAnim, qtrue);
//G_DoDismemberment( radiusEnt, radiusEnt->r.currentOrigin, MOD_SABER, 1000, hitLoc, qtrue );
}
}
G_Sound( radiusEnt, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/chomp.wav" ) );
}
}
}
//------------------------------
extern void TossClientItems( gentity_t *self );
void Rancor_Attack( float distance, qboolean doCharge )
{
if ( !TIMER_Exists( NPC, "attacking" ) )
{
if ( NPC->count == 2 && NPC->activator )
{
}
else if ( NPC->count == 1 && NPC->activator )
{//holding enemy
if ( NPC->activator->health > 0 && Q_irand( 0, 1 ) )
{//quick bite
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack_dmg", 450 );
}
else
{//full eat
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack_dmg", 900 );
//Make victim scream in fright
if ( NPC->activator->health > 0 && NPC->activator->client )
{
G_AddEvent( NPC->activator, Q_irand(EV_DEATH1, EV_DEATH3), 0 );
NPC_SetAnim( NPC->activator, SETANIM_TORSO, BOTH_FALLDEATH1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
if ( NPC->activator->NPC )
{//no more thinking for you
TossClientItems( NPC );
NPC->activator->NPC->nextBStateThink = Q3_INFINITE;
}
}
}
}
else if ( NPC->enemy->health > 0 && doCharge )
{//charge
vec3_t fwd, yawAng;
VectorSet( yawAng, 0, NPC->client->ps.viewangles[YAW], 0 );
AngleVectors( yawAng, fwd, NULL, NULL );
VectorScale( fwd, distance*1.5f, NPC->client->ps.velocity );
NPC->client->ps.velocity[2] = 150;
NPC->client->ps.groundEntityNum = ENTITYNUM_NONE;
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_MELEE2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack_dmg", 1250 );
}
else if ( !Q_irand(0, 1) )
{//smash
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_MELEE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack_dmg", 1000 );
}
else
{//try to grab
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack_dmg", 1000 );
}
TIMER_Set( NPC, "attacking", NPC->client->ps.legsTimer + random() * 200 );
}
// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
if ( TIMER_Done2( NPC, "attack_dmg", qtrue ) )
{
vec3_t shakePos;
switch ( NPC->client->ps.legsAnim )
{
case BOTH_MELEE1:
Rancor_Smash();
G_GetBoltPosition( NPC, NPC->client->renderInfo.handLBolt, shakePos, 0 );
G_ScreenShake( shakePos, NULL, 4.0f, 1000, qfalse );
//CGCam_Shake( 1.0f*playerDist/128.0f, 1000 );
break;
case BOTH_MELEE2:
Rancor_Bite();
TIMER_Set( NPC, "attack_dmg2", 450 );
break;
case BOTH_ATTACK1:
if ( NPC->count == 1 && NPC->activator )
{
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->r.currentOrigin, Q_irand( 25, 40 ), DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK, MOD_MELEE );
if ( NPC->activator->health <= 0 )
{//killed him
//make it look like we bit his head off
//NPC->activator->client->dismembered = qfalse;
G_Dismember( NPC->activator, NPC, NPC->activator->r.currentOrigin, G2_MODELPART_HEAD, 90, 0, NPC->activator->client->ps.torsoAnim, qtrue);
//G_DoDismemberment( NPC->activator, NPC->activator->r.currentOrigin, MOD_SABER, 1000, HL_HEAD, qtrue );
NPC->activator->client->ps.forceHandExtend = HANDEXTEND_NONE;
NPC->activator->client->ps.forceHandExtendTime = 0;
NPC_SetAnim( NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
G_Sound( NPC->activator, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/chomp.wav" ) );
}
break;
case BOTH_ATTACK2:
//try to grab
Rancor_Swing( qtrue );
break;
case BOTH_ATTACK3:
if ( NPC->count == 1 && NPC->activator )
{
//cut in half
if ( NPC->activator->client )
{
//NPC->activator->client->dismembered = qfalse;
G_Dismember( NPC->activator, NPC, NPC->activator->r.currentOrigin, G2_MODELPART_WAIST, 90, 0, NPC->activator->client->ps.torsoAnim, qtrue);
//G_DoDismemberment( NPC->activator, NPC->enemy->r.currentOrigin, MOD_SABER, 1000, HL_WAIST, qtrue );
}
//KILL
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->r.currentOrigin, NPC->enemy->health+10, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_MELEE );//, HL_NONE );//
if ( NPC->activator->client )
{
NPC->activator->client->ps.forceHandExtend = HANDEXTEND_NONE;
NPC->activator->client->ps.forceHandExtendTime = 0;
NPC_SetAnim( NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
TIMER_Set( NPC, "attack_dmg2", 1350 );
G_Sound( NPC->activator, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
G_AddEvent( NPC->activator, EV_JUMP, NPC->activator->health );
}
break;
}
}
else if ( TIMER_Done2( NPC, "attack_dmg2", qtrue ) )
{
switch ( NPC->client->ps.legsAnim )
{
case BOTH_MELEE1:
break;
case BOTH_MELEE2:
Rancor_Bite();
break;
case BOTH_ATTACK1:
break;
case BOTH_ATTACK2:
break;
case BOTH_ATTACK3:
if ( NPC->count == 1 && NPC->activator )
{//swallow victim
G_Sound( NPC->activator, CHAN_AUTO, G_SoundIndex( "sound/chars/rancor/chomp.wav" ) );
//FIXME: sometimes end up with a live one in our mouths?
//just make sure they're dead
if ( NPC->activator->health > 0 )
{
//cut in half
//NPC->activator->client->dismembered = qfalse;
G_Dismember( NPC->activator, NPC, NPC->activator->r.currentOrigin, G2_MODELPART_WAIST, 90, 0, NPC->activator->client->ps.torsoAnim, qtrue);
//G_DoDismemberment( NPC->activator, NPC->enemy->r.currentOrigin, MOD_SABER, 1000, HL_WAIST, qtrue );
//KILL
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->r.currentOrigin, NPC->enemy->health+10, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_MELEE );//, HL_NONE );
NPC->activator->client->ps.forceHandExtend = HANDEXTEND_NONE;
NPC->activator->client->ps.forceHandExtendTime = 0;
NPC_SetAnim( NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
G_AddEvent( NPC->activator, EV_JUMP, NPC->activator->health );
}
if ( NPC->activator->client )
{//*sigh*, can't get tags right, just remove them?
NPC->activator->client->ps.eFlags |= EF_NODRAW;
}
NPC->count = 2;
TIMER_Set( NPC, "clearGrabbed", 2600 );
}
break;
}
}
else if ( NPC->client->ps.legsAnim == BOTH_ATTACK2 )
{
if ( NPC->client->ps.legsTimer >= 1200 && NPC->client->ps.legsTimer <= 1350 )
{
if ( Q_irand( 0, 2 ) )
{
Rancor_Swing( qfalse );
}
else
{
Rancor_Swing( qtrue );
}
}
else if ( NPC->client->ps.legsTimer >= 1100 && NPC->client->ps.legsTimer <= 1550 )
{
Rancor_Swing( qtrue );
}
}
// Just using this to remove the attacking flag at the right time
TIMER_Done2( NPC, "attacking", qtrue );
}
//----------------------------------
void Rancor_Combat( void )
{
if ( NPC->count )
{//holding my enemy
if ( TIMER_Done2( NPC, "takingPain", qtrue ))
{
NPCInfo->localState = LSTATE_CLEAR;
}
else
{
Rancor_Attack( 0, qfalse );
}
NPC_UpdateAngles( qtrue, qtrue );
return;
}
// If we cannot see our target or we have somewhere to go, then do that
if ( !NPC_ClearLOS4( NPC->enemy ) )//|| UpdateGoal( ))
{
NPCInfo->combatMove = qtrue;
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE; // just get us within combat range
if ( !NPC_MoveToGoal( qtrue ) )
{//couldn't go after him? Look for a new one
TIMER_Set( NPC, "lookForNewEnemy", 0 );
NPCInfo->consecutiveBlockedMoves++;
}
else
{
NPCInfo->consecutiveBlockedMoves = 0;
}
return;
}
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
NPC_FaceEnemy( qtrue );
{
float distance;
qboolean advance;
qboolean doCharge;
distance = Distance( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
advance = (qboolean)( distance > (NPC->r.maxs[0]+MIN_DISTANCE) ? qtrue : qfalse );
doCharge = qfalse;
if ( advance )
{//have to get closer
vec3_t yawOnlyAngles;
VectorSet( yawOnlyAngles, 0, NPC->r.currentAngles[YAW], 0 );
if ( NPC->enemy->health > 0
&& fabs(distance-250) <= 80
&& InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, yawOnlyAngles, 30, 30 ) )
{
if ( !Q_irand( 0, 9 ) )
{//go for the charge
doCharge = qtrue;
advance = qfalse;
}
}
}
if (( advance /*|| NPCInfo->localState == LSTATE_WAITING*/ ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
{
if ( TIMER_Done2( NPC, "takingPain", qtrue ))
{
NPCInfo->localState = LSTATE_CLEAR;
}
else
{
Rancor_Move( 1 );
}
}
else
{
Rancor_Attack( distance, doCharge );
}
}
}
/*
-------------------------
NPC_Rancor_Pain
-------------------------
*/
//void NPC_Rancor_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
void NPC_Rancor_Pain( gentity_t *self, gentity_t *attacker, int damage )
{
qboolean hitByRancor = qfalse;
if ( attacker&&attacker->client&&attacker->client->NPC_class==CLASS_RANCOR )
{
hitByRancor = qtrue;
}
if ( attacker
&& attacker->inuse
&& attacker != self->enemy
&& !(attacker->flags&FL_NOTARGET) )
{
if ( !self->count )
{
if ( (!attacker->s.number&&!Q_irand(0,3))
|| !self->enemy
|| self->enemy->health == 0
|| (self->enemy->client&&self->enemy->client->NPC_class == CLASS_RANCOR)
|| (self->NPC && self->NPC->consecutiveBlockedMoves>=10 && DistanceSquared( attacker->r.currentOrigin, self->r.currentOrigin ) < DistanceSquared( self->enemy->r.currentOrigin, self->r.currentOrigin )) )
{//if my enemy is dead (or attacked by player) and I'm not still holding/eating someone, turn on the attacker
//FIXME: if can't nav to my enemy, take this guy if I can nav to him
G_SetEnemy( self, attacker );
TIMER_Set( self, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
if ( hitByRancor )
{//stay mad at this Rancor for 2-5 secs before looking for attacker enemies
TIMER_Set( self, "rancorInfight", Q_irand( 2000, 5000 ) );
}
}
}
}
if ( (hitByRancor|| (self->count==1&&self->activator&&!Q_irand(0,4)) || Q_irand( 0, 200 ) < damage )//hit by rancor, hit while holding live victim, or took a lot of damage
&& self->client->ps.legsAnim != BOTH_STAND1TO2
&& TIMER_Done( self, "takingPain" ) )
{
if ( !Rancor_CheckRoar( self ) )
{
if ( self->client->ps.legsAnim != BOTH_MELEE1
&& self->client->ps.legsAnim != BOTH_MELEE2
&& self->client->ps.legsAnim != BOTH_ATTACK2 )
{//cant interrupt one of the big attack anims
/*
if ( self->count != 1
|| attacker == self->activator
|| (self->client->ps.legsAnim != BOTH_ATTACK1&&self->client->ps.legsAnim != BOTH_ATTACK3) )
*/
{//if going to bite our victim, only victim can interrupt that anim
if ( self->health > 100 || hitByRancor )
{
TIMER_Remove( self, "attacking" );
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
if ( self->count == 1 )
{
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
else
{
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
TIMER_Set( self, "takingPain", self->client->ps.legsTimer+Q_irand(0, 500) );
if ( self->NPC )
{
self->NPC->localState = LSTATE_WAITING;
}
}
}
}
}
//let go
/*
if ( !Q_irand( 0, 3 ) && self->count == 1 )
{
Rancor_DropVictim( self );
}
*/
}
}
void Rancor_CheckDropVictim( void )
{
vec3_t mins;
vec3_t maxs;
vec3_t start;
vec3_t end;
trace_t trace;
VectorSet( mins, NPC->activator->r.mins[0]-1, NPC->activator->r.mins[1]-1, 0 );
VectorSet( maxs, NPC->activator->r.maxs[0]+1, NPC->activator->r.maxs[1]+1, 1 );
VectorSet( start, NPC->activator->r.currentOrigin[0], NPC->activator->r.currentOrigin[1], NPC->activator->r.absmin[2] );
VectorSet( end, NPC->activator->r.currentOrigin[0], NPC->activator->r.currentOrigin[1], NPC->activator->r.absmax[2]-1 );
trap_Trace( &trace, start, mins, maxs, end, NPC->activator->s.number, NPC->activator->clipmask );
if ( !trace.allsolid && !trace.startsolid && trace.fraction >= 1.0f )
{
Rancor_DropVictim( NPC );
}
}
//if he's stepping on things then crush them -rww
void Rancor_Crush(void)
{
gentity_t *crush;
if (!NPC ||
!NPC->client ||
NPC->client->ps.groundEntityNum >= ENTITYNUM_WORLD)
{ //nothing to crush
return;
}
crush = &g_entities[NPC->client->ps.groundEntityNum];
if (crush->inuse && crush->client && !crush->localAnimIndex)
{ //a humanoid, smash them good.
G_Damage(crush, NPC, NPC, NULL, NPC->r.currentOrigin, 200, 0, MOD_CRUSH);
}
}
/*
-------------------------
NPC_BSRancor_Default
-------------------------
*/
void NPC_BSRancor_Default( void )
{
AddSightEvent( NPC, NPC->r.currentOrigin, 1024, AEL_DANGER_GREAT, 50 );
Rancor_Crush();
NPC->client->ps.eFlags2 &= ~(EF2_USE_ALT_ANIM|EF2_GENERIC_NPC_FLAG);
if ( NPC->count )
{//holding someone
NPC->client->ps.eFlags2 |= EF2_USE_ALT_ANIM;
if ( NPC->count == 2 )
{//in my mouth
NPC->client->ps.eFlags2 |= EF2_GENERIC_NPC_FLAG;
}
}
else
{
NPC->client->ps.eFlags2 &= ~(EF2_USE_ALT_ANIM|EF2_GENERIC_NPC_FLAG);
}
if ( TIMER_Done2( NPC, "clearGrabbed", qtrue ) )
{
Rancor_DropVictim( NPC );
}
else if ( NPC->client->ps.legsAnim == BOTH_PAIN2
&& NPC->count == 1
&& NPC->activator )
{
if ( !Q_irand( 0, 3 ) )
{
Rancor_CheckDropVictim();
}
}
if ( !TIMER_Done( NPC, "rageTime" ) )
{//do nothing but roar first time we see an enemy
AddSoundEvent( NPC, NPC->r.currentOrigin, 1024, AEL_DANGER_GREAT, qfalse );//, qfalse );
NPC_FaceEnemy( qtrue );
return;
}
if ( NPC->enemy )
{
/*
if ( NPC->enemy->client //enemy is a client
&& (NPC->enemy->client->NPC_class == CLASS_UGNAUGHT || NPC->enemy->client->NPC_class == CLASS_JAWA )//enemy is a lowly jawa or ugnaught
&& NPC->enemy->enemy != NPC//enemy's enemy is not me
&& (!NPC->enemy->enemy || !NPC->enemy->enemy->client || NPC->enemy->enemy->client->NPC_class!=CLASS_RANCOR) )//enemy's enemy is not a client or is not a rancor (which is as scary as me anyway)
{//they should be scared of ME and no-one else
G_SetEnemy( NPC->enemy, NPC );
}
*/
if ( TIMER_Done(NPC,"angrynoise") )
{
G_Sound( NPC, CHAN_AUTO, G_SoundIndex( va("sound/chars/rancor/misc/anger%d.wav", Q_irand(1, 3))) );
TIMER_Set( NPC, "angrynoise", Q_irand( 5000, 10000 ) );
}
else
{
AddSoundEvent( NPC, NPC->r.currentOrigin, 512, AEL_DANGER_GREAT, qfalse );//, qfalse );
}
if ( NPC->count == 2 && NPC->client->ps.legsAnim == BOTH_ATTACK3 )
{//we're still chewing our enemy up
NPC_UpdateAngles( qtrue, qtrue );
return;
}
//else, if he's in our hand, we eat, else if he's on the ground, we keep attacking his dead body for a while
if( NPC->enemy->client && NPC->enemy->client->NPC_class == CLASS_RANCOR )
{//got mad at another Rancor, look for a valid enemy
if ( TIMER_Done( NPC, "rancorInfight" ) )
{
NPC_CheckEnemyExt( qtrue );
}
}
else if ( !NPC->count )
{
if ( ValidEnemy( NPC->enemy ) == qfalse )
{
TIMER_Remove( NPC, "lookForNewEnemy" );//make them look again right now
if ( !NPC->enemy->inuse || level.time - NPC->enemy->s.time > Q_irand( 10000, 15000 ) )
{//it's been a while since the enemy died, or enemy is completely gone, get bored with him
NPC->enemy = NULL;
Rancor_Patrol();
NPC_UpdateAngles( qtrue, qtrue );
return;
}
}
if ( TIMER_Done( NPC, "lookForNewEnemy" ) )
{
gentity_t *newEnemy, *sav_enemy = NPC->enemy;//FIXME: what about NPC->lastEnemy?
NPC->enemy = NULL;
newEnemy = NPC_CheckEnemy( NPCInfo->confusionTime < level.time, qfalse, qfalse );
NPC->enemy = sav_enemy;
if ( newEnemy && newEnemy != sav_enemy )
{//picked up a new enemy!
NPC->lastEnemy = NPC->enemy;
G_SetEnemy( NPC, newEnemy );
//hold this one for at least 5-15 seconds
TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
}
else
{//look again in 2-5 secs
TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 2000, 5000 ) );
}
}
}
Rancor_Combat();
}
else
{
if ( TIMER_Done(NPC,"idlenoise") )
{
G_Sound( NPC, CHAN_AUTO, G_SoundIndex( va("sound/chars/rancor/snort_%d.wav", Q_irand(1, 2))) );
TIMER_Set( NPC, "idlenoise", Q_irand( 2000, 4000 ) );
AddSoundEvent( NPC, NPC->r.currentOrigin, 384, AEL_DANGER, qfalse );//, qfalse );
}
if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
Rancor_Patrol();
}
else
{
Rancor_Idle();
}
}
NPC_UpdateAngles( qtrue, qtrue );
}