#include "b_local.h" #define MIN_MELEE_RANGE 640 #define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE ) #define MIN_DISTANCE 128 #define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE ) #define TURN_OFF 0x00000100//G2SURFACEFLAG_NODESCENDANTS #define LEFT_ARM_HEALTH 40 #define RIGHT_ARM_HEALTH 40 extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath ); /* ------------------------- NPC_ATST_Precache ------------------------- */ void NPC_ATST_Precache(void) { G_SoundIndex( "sound/chars/atst/atst_damaged1" ); G_SoundIndex( "sound/chars/atst/atst_damaged2" ); // RegisterItem( BG_FindItemForWeapon( WP_ATST_MAIN )); //precache the weapon //rwwFIXMEFIXME: add this weapon RegisterItem( BG_FindItemForWeapon( WP_BOWCASTER )); //precache the weapon RegisterItem( BG_FindItemForWeapon( WP_ROCKET_LAUNCHER )); //precache the weapon G_EffectIndex( "env/med_explode2" ); // G_EffectIndex( "smaller_chunks" ); G_EffectIndex( "blaster/smoke_bolton" ); G_EffectIndex( "explosions/droidexplosion1" ); } //----------------------------------------------------------------- #if 0 static void ATST_PlayEffect( gentity_t *self, const int boltID, const char *fx ) { if ( boltID >=0 && fx && fx[0] ) { mdxaBone_t boltMatrix; vec3_t org, dir; trap_G2API_GetBoltMatrix( self->ghoul2, 0, boltID, &boltMatrix, self->r.currentAngles, self->r.currentOrigin, level.time, NULL, self->modelScale ); BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, org ); BG_GiveMeVectorFromMatrix( &boltMatrix, NEGATIVE_Y, dir ); G_PlayEffectID( G_EffectIndex((char *)fx), org, dir ); } } #endif /* ------------------------- G_ATSTCheckPain Called by NPC's and player in an ATST ------------------------- */ void G_ATSTCheckPain( gentity_t *self, gentity_t *other, int damage ) { //int newBolt; //int hitLoc = gPainHitLoc; if ( rand() & 1 ) { G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged1" ); } else { G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged2" ); } /* if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH)) { if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH) // Blow it up? { newBolt = trap_G2API_AddBolt( self->ghoul2, 0, "*flash3" ); if ( newBolt != -1 ) { // G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt1, self->s.number); ATST_PlayEffect( self, trap_G2API_AddBolt(self->ghoul2, 0, "*flash3"), "env/med_explode2" ); //G_PlayEffectID( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, newBolt, self->s.number); //Maybe bother with this some other time. } NPC_SetSurfaceOnOff( self, "head_light_blaster_cann", TURN_OFF ); } } else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH)) // Blow it up? { if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH) { newBolt = trap_G2API_AddBolt( self->ghoul2, 0, "*flash4" ); if ( newBolt != -1 ) { // G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number); ATST_PlayEffect( self, trap_G2API_AddBolt(self->ghoul2, 0, "*flash4"), "env/med_explode2" ); //G_PlayEffect( "blaster/smoke_bolton", self->playerModel, newBolt, self->s.number); } NPC_SetSurfaceOnOff( self, "head_concussion_charger", TURN_OFF ); } } */ } /* ------------------------- NPC_ATST_Pain ------------------------- */ void NPC_ATST_Pain(gentity_t *self, gentity_t *attacker, int damage) { G_ATSTCheckPain( self, attacker, damage ); NPC_Pain( self, attacker, damage ); } /* ------------------------- ATST_Hunt -------------------------` */ void ATST_Hunt( qboolean visible, qboolean advance ) { if ( NPCInfo->goalEntity == NULL ) {//hunt NPCInfo->goalEntity = NPC->enemy; } NPCInfo->combatMove = qtrue; NPC_MoveToGoal( qtrue ); } /* ------------------------- ATST_Ranged ------------------------- */ void ATST_Ranged( qboolean visible, qboolean advance, qboolean altAttack ) { if ( TIMER_Done( NPC, "atkDelay" ) && visible ) // Attack? { TIMER_Set( NPC, "atkDelay", Q_irand( 500, 3000 ) ); if (altAttack) { ucmd.buttons |= BUTTON_ATTACK|BUTTON_ALT_ATTACK; } else { ucmd.buttons |= BUTTON_ATTACK; } } if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { ATST_Hunt( visible, advance ); } } /* ------------------------- ATST_Attack ------------------------- */ void ATST_Attack( void ) { qboolean altAttack=qfalse; int blasterTest,chargerTest,weapon; float distance; distance_e distRate; qboolean visible; qboolean advance; if ( NPC_CheckEnemyExt(qfalse) == qfalse )//!NPC->enemy )// { NPC->enemy = NULL; return; } NPC_FaceEnemy( qtrue ); // Rate our distance to the target, and our visibilty distance = (int) DistanceHorizontalSquared( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE; visible = NPC_ClearLOS4( NPC->enemy ); advance = (qboolean)(distance > MIN_DISTANCE_SQR); // If we cannot see our target, move to see it if ( visible == qfalse ) { if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES ) { ATST_Hunt( visible, advance ); return; } } // Decide what type of attack to do switch ( distRate ) { case DIST_MELEE: // NPC_ChangeWeapon( WP_ATST_MAIN ); break; case DIST_LONG: // NPC_ChangeWeapon( WP_ATST_SIDE ); //rwwFIXMEFIXME: make atst weaps work. // See if the side weapons are there blasterTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_light_blaster_cann" ); chargerTest = trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head_concussion_charger" ); // It has both side weapons if ( blasterTest != -1 && !(blasterTest&TURN_OFF) && chargerTest != -1 && !(chargerTest&TURN_OFF)) { weapon = Q_irand( 0, 1); // 0 is blaster, 1 is charger (ALT SIDE) if (weapon) // Fire charger { altAttack = qtrue; } else { altAttack = qfalse; } } else if (blasterTest != -1 && !(blasterTest & TURN_OFF)) // Blaster is on { altAttack = qfalse; } else if (chargerTest != -1 &&!(chargerTest & TURN_OFF)) // Blaster is on { altAttack = qtrue; } else { NPC_ChangeWeapon( WP_NONE ); } break; } NPC_FaceEnemy( qtrue ); ATST_Ranged( visible, advance,altAttack ); } /* ------------------------- ATST_Patrol ------------------------- */ void ATST_Patrol( void ) { if ( NPC_CheckPlayerTeamStealth() ) { NPC_UpdateAngles( qtrue, qtrue ); return; } //If we have somewhere to go, then do that if (!NPC->enemy) { if ( UpdateGoal() ) { ucmd.buttons |= BUTTON_WALKING; NPC_MoveToGoal( qtrue ); NPC_UpdateAngles( qtrue, qtrue ); } } } /* ------------------------- ATST_Idle ------------------------- */ void ATST_Idle( void ) { NPC_BSIdle(); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL ); } /* ------------------------- NPC_BSDroid_Default ------------------------- */ void NPC_BSATST_Default( void ) { if ( NPC->enemy ) { if( (NPCInfo->scriptFlags & SCF_CHASE_ENEMIES) ) { NPCInfo->goalEntity = NPC->enemy; } ATST_Attack(); } else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { ATST_Patrol(); } else { ATST_Idle(); } }