jedi-academy/code/game/NPC_reactions.cpp
2013-04-23 15:21:39 +10:00

1164 lines
No EOL
29 KiB
C++

//NPC_reactions.cpp
// leave this line at the top for all NPC_xxxx.cpp files...
#include "g_headers.h"
#include "b_local.h"
#include "anims.h"
#include "g_functions.h"
#include "wp_saber.h"
#include "g_Vehicles.h"
extern qboolean G_CheckForStrongAttackMomentum( gentity_t *self );
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern int PM_AnimLength( int index, animNumber_t anim );
extern void cgi_S_StartSound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
extern int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim );
extern qboolean NPC_CheckLookTarget( gentity_t *self );
extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
extern qboolean Jedi_WaitingAmbush( gentity_t *self );
extern void Jedi_Ambush( gentity_t *self );
extern qboolean G_EntIsBreakable( int entityNum, gentity_t *breaker );
extern qboolean PM_SaberInSpecialAttack( int anim );
extern qboolean PM_SpinningSaberAnim( int anim );
extern qboolean PM_SpinningAnim( int anim );
extern qboolean PM_InKnockDown( playerState_t *ps );
extern qboolean PM_CrouchAnim( int anim );
extern qboolean PM_FlippingAnim( int anim );
extern qboolean PM_RollingAnim( int anim );
extern qboolean PM_InCartwheel( int anim );
extern cvar_t *g_spskill;
extern int teamLastEnemyTime[];
extern qboolean stop_icarus;
extern int killPlayerTimer;
float g_crosshairEntDist = Q3_INFINITE;
int g_crosshairSameEntTime = 0;
int g_crosshairEntNum = ENTITYNUM_NONE;
int g_crosshairEntTime = 0;
/*
-------------------------
NPC_CheckAttacker
-------------------------
*/
static void NPC_CheckAttacker( gentity_t *other, int mod )
{
//FIXME: I don't see anything in here that would stop teammates from taking a teammate
// as an enemy. Ideally, there would be code before this to prevent that from
// happening, but that is presumptuous.
//valid ent - FIXME: a VALIDENT macro would be nice here
if ( !other )
return;
if ( other == NPC )
return;
if ( !other->inuse )
return;
//Don't take a target that doesn't want to be
if ( other->flags & FL_NOTARGET )
return;
if ( NPC->svFlags & SVF_LOCKEDENEMY )
{//IF LOCKED, CANNOT CHANGE ENEMY!!!!!
return;
}
//If we haven't taken a target, just get mad
if ( NPC->enemy == NULL )//was using "other", fixed to NPC
{
G_SetEnemy( NPC, other );
return;
}
//we have an enemy, see if he's dead
if ( NPC->enemy->health <= 0 )
{
G_ClearEnemy( NPC );
G_SetEnemy( NPC, other );
return;
}
//Don't take the same enemy again
if ( other == NPC->enemy )
return;
if ( NPC->client->ps.weapon == WP_SABER )
{//I'm a jedi
if ( mod == MOD_SABER )
{//I was hit by a saber FIXME: what if this was a thrown saber?
//always switch to this enemy if I'm a jedi and hit by another saber
G_ClearEnemy( NPC );
G_SetEnemy( NPC, other );
return;
}
}
//Special case player interactions
if ( other == &g_entities[0] )
{
//Account for the skill level to skew the results
float luckThreshold;
switch ( g_spskill->integer )
{
//Easiest difficulty, mild chance of picking up the player
case 0:
luckThreshold = 0.9f;
break;
//Medium difficulty, half-half chance of picking up the player
case 1:
luckThreshold = 0.5f;
break;
//Hardest difficulty, always turn on attacking player
case 2:
default:
luckThreshold = 0.0f;
break;
}
//Randomly pick up the target
if ( random() > luckThreshold )
{
G_ClearEnemy( other );
other->enemy = NPC;
}
return;
}
}
void NPC_SetPainEvent( gentity_t *self )
{
if ( !self->NPC || !(self->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
{
// no more borg
// if( self->client->playerTeam != TEAM_BORG )
// {
if ( !Q3_TaskIDPending( self, TID_CHAN_VOICE ) )
{
G_AddEvent( self, EV_PAIN, floor((float)self->health/self->max_health*100.0f) );
}
// }
}
}
/*
-------------------------
NPC_GetPainChance
-------------------------
*/
float NPC_GetPainChance( gentity_t *self, int damage )
{
if ( !self->enemy )
{//surprised, always take pain
return 1.0f;
}
if ( damage > self->max_health/2.0f )
{
return 1.0f;
}
float pain_chance = (float)(self->max_health-self->health)/(self->max_health*2.0f) + (float)damage/(self->max_health/2.0f);
switch ( g_spskill->integer )
{
case 0: //easy
//return 0.75f;
break;
case 1://med
pain_chance *= 0.5f;
//return 0.35f;
break;
case 2://hard
default:
pain_chance *= 0.1f;
//return 0.05f;
break;
}
//Com_Printf( "%s: %4.2f\n", self->NPC_type, pain_chance );
return pain_chance;
}
/*
-------------------------
NPC_ChoosePainAnimation
-------------------------
*/
#define MIN_PAIN_TIME 200
extern int G_PickPainAnim( gentity_t *self, const vec3_t point, int damage, int hitLoc );
void NPC_ChoosePainAnimation( gentity_t *self, gentity_t *other, const vec3_t point, int damage, int mod, int hitLoc, int voiceEvent = -1 )
{
//If we've already taken pain, then don't take it again
if ( level.time < self->painDebounceTime && mod != MOD_ELECTROCUTE && mod != MOD_MELEE )
{//FIXME: if hit while recoving from losing a saber lock, we should still play a pain anim?
return;
}
int pain_anim = -1;
float pain_chance;
if ( self->s.weapon == WP_THERMAL && self->client->fireDelay > 0 )
{//don't interrupt thermal throwing anim
return;
}
else if (self->client->ps.powerups[PW_GALAK_SHIELD])
{
return;
}
else if ( self->client->NPC_class == CLASS_GALAKMECH )
{
if ( hitLoc == HL_GENERIC1 )
{//hit the antenna!
pain_chance = 1.0f;
self->s.powerups |= ( 1 << PW_SHOCKED );
self->client->ps.powerups[PW_SHOCKED] = level.time + Q_irand( 500, 2500 );
}
else if ( self->client->ps.powerups[PW_GALAK_SHIELD] )
{//shield up
return;
}
else if ( self->health > 200 && damage < 100 )
{//have a *lot* of health
pain_chance = 0.05f;
}
else
{//the lower my health and greater the damage, the more likely I am to play a pain anim
pain_chance = (200.0f-self->health)/100.0f + damage/50.0f;
}
}
else if ( self->client && self->client->playerTeam == TEAM_PLAYER && other && !other->s.number )
{//ally shot by player always complains
pain_chance = 1.1f;
}
else
{
if ( other && other->s.weapon == WP_SABER || mod == MOD_ELECTROCUTE || mod == MOD_CRUSH/*FIXME:MOD_FORCE_GRIP*/ )
{
if ( self->client->ps.weapon == WP_SABER
&& other->s.number < MAX_CLIENTS )
{//hmm, shouldn't *always* react to damage from player if I have a saber
pain_chance = 1.05f - ((self->NPC->rank)/(float)RANK_CAPTAIN);
}
else
{
pain_chance = 1.0f;//always take pain from saber
}
}
else if ( mod == MOD_GAS )
{
pain_chance = 1.0f;
}
else if ( mod == MOD_MELEE )
{//higher in rank (skill) we are, less likely we are to be fazed by a punch
pain_chance = 1.0f - ((RANK_CAPTAIN-self->NPC->rank)/(float)RANK_CAPTAIN);
}
else if ( self->client->NPC_class == CLASS_PROTOCOL )
{
pain_chance = 1.0f;
}
else
{
pain_chance = NPC_GetPainChance( self, damage );
}
if ( self->client->NPC_class == CLASS_DESANN )
{
pain_chance *= 0.5f;
}
}
//See if we're going to flinch
if ( random() < pain_chance )
{
//Pick and play our animation
if ( (self->client->ps.eFlags&EF_FORCE_GRIPPED) )
{
G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 );
}
else if ( mod == MOD_GAS )
{
//SIGH... because our choke sounds are inappropriately long, I have to debounce them in code!
if ( TIMER_Done( self, "gasChokeSound" ) )
{
TIMER_Set( self, "gasChokeSound", Q_irand( 1000, 2000 ) );
G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 );
}
}
else if ( (self->client->ps.eFlags&EF_FORCE_DRAINED) )
{
NPC_SetPainEvent( self );
}
else
{//not being force-gripped or force-drained
if ( G_CheckForStrongAttackMomentum( self )
|| PM_SpinningAnim( self->client->ps.legsAnim )
|| PM_SaberInSpecialAttack( self->client->ps.torsoAnim )
|| PM_InKnockDown( &self->client->ps )
|| PM_RollingAnim( self->client->ps.legsAnim )
|| (PM_FlippingAnim( self->client->ps.legsAnim )&&!PM_InCartwheel( self->client->ps.legsAnim )) )
{//strong attacks, rolls, knockdowns, flips and spins cannot be interrupted by pain
}
else
{//play an anim
if ( self->client->NPC_class == CLASS_GALAKMECH )
{//only has 1 for now
//FIXME: never plays this, it seems...
pain_anim = BOTH_PAIN1;
}
else if ( mod == MOD_MELEE )
{
pain_anim = PM_PickAnim( self, BOTH_PAIN2, BOTH_PAIN3 );
}
else if ( self->s.weapon == WP_SABER )
{//temp HACK: these are the only 2 pain anims that look good when holding a saber
pain_anim = PM_PickAnim( self, BOTH_PAIN2, BOTH_PAIN3 );
}
else if ( mod != MOD_ELECTROCUTE )
{
pain_anim = G_PickPainAnim( self, point, damage, hitLoc );
}
if ( pain_anim == -1 )
{
pain_anim = PM_PickAnim( self, BOTH_PAIN1, BOTH_PAIN18 );
}
self->client->ps.saberAnimLevel = SS_FAST;//next attack must be a quick attack
self->client->ps.saberMove = LS_READY;//don't finish whatever saber move you may have been in
int parts = SETANIM_BOTH;
if ( PM_CrouchAnim( self->client->ps.legsAnim ) || PM_InCartwheel( self->client->ps.legsAnim ) )
{
parts = SETANIM_LEGS;
}
self->NPC->aiFlags &= ~NPCAI_KNEEL;
NPC_SetAnim( self, parts, pain_anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
if ( voiceEvent != -1 )
{
G_AddVoiceEvent( self, voiceEvent, Q_irand( 2000, 4000 ) );
}
else
{
NPC_SetPainEvent( self );
}
}
//Setup the timing for it
if ( mod == MOD_ELECTROCUTE )
{
self->painDebounceTime = level.time + 4000;
}
self->painDebounceTime = level.time + PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t) pain_anim );
self->client->fireDelay = 0;
}
}
extern qboolean G_ValidEnemy( gentity_t *self, gentity_t *enemy );
gentity_t *G_CheckControlledTurretEnemy(gentity_t *self, gentity_t *enemy, qboolean validate )
{
if ( enemy->e_UseFunc == useF_emplaced_gun_use
|| enemy->e_UseFunc == useF_eweb_use )
{
if ( enemy->activator
&& enemy->activator->client )
{//return the controller of the eweb/emplaced gun
if (validate==qfalse || !self->client || G_ValidEnemy(self, enemy))
{
return enemy->activator;
}
}
return NULL;
}
return enemy;
}
extern void Boba_Pain( gentity_t *self, gentity_t *inflictor, int damage, int mod);
/*
===============
NPC_Pain
===============
*/
void NPC_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod, int hitLoc )
{
team_t otherTeam = TEAM_FREE;
int voiceEvent = -1;
if ( self->NPC == NULL )
return;
if ( other == NULL )
return;
//or just remove ->pain in player_die?
if ( self->client->ps.pm_type == PM_DEAD )
return;
if ( other == self )
return;
other = G_CheckControlledTurretEnemy(self, other, qfalse);
if (!other)
{
return;
}
//MCG: Ignore damage from your own team for now
if ( other->client )
{
otherTeam = other->client->playerTeam;
// if ( otherTeam == TEAM_DISGUISE )
// {
// otherTeam = TEAM_PLAYER;
// }
}
if ( self->client->playerTeam
&& other->client
&& otherTeam == self->client->playerTeam
&& (!player->client->ps.viewEntity || other->s.number != player->client->ps.viewEntity))
{//hit by a teammate
if ( other != self->enemy && self != other->enemy )
{//we weren't already enemies
if ( self->enemy || other->enemy
|| (other->s.number&&other->s.number!=player->client->ps.viewEntity)
/*|| (!other->s.number&&Q_irand( 0, 3 ))*/ )
{//if one of us actually has an enemy already, it's okay, just an accident OR wasn't hit by player or someone controlled by player OR player hit ally and didn't get 25% chance of getting mad (FIXME:accumulate anger+base on diff?)
//FIXME: player should have to do a certain amount of damage to ally or hit them several times to make them mad
//Still run pain and flee scripts
if ( self->client && self->NPC )
{//Run any pain instructions
if ( self->health <= (self->max_health/3) && G_ActivateBehavior(self, BSET_FLEE) )
{
}
else// if( VALIDSTRING( self->behaviorSet[BSET_PAIN] ) )
{
G_ActivateBehavior(self, BSET_PAIN);
}
}
if ( damage != -1 )
{//-1 == don't play pain anim
//Set our proper pain animation
if ( Q_irand( 0, 1 ) )
{
NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, EV_FFWARN );
}
else
{
NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc );
}
}
return;
}
else if ( self->NPC && !other->s.number )//should be assumed, but...
{//dammit, stop that!
if ( self->NPC->charmedTime > level.time )
{//mindtricked
return;
}
else if ( self->NPC->ffireCount < 3+((2-g_spskill->integer)*2) )
{//not mad enough yet
//Com_Printf( "chck: %d < %d\n", self->NPC->ffireCount, 3+((2-g_spskill->integer)*2) );
if ( damage != -1 )
{//-1 == don't play pain anim
//Set our proper pain animation
if ( Q_irand( 0, 1 ) )
{
NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, EV_FFWARN );
}
else
{
NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc );
}
}
return;
}
else if ( G_ActivateBehavior( self, BSET_FFIRE ) )
{//we have a specific script to run, so do that instead
return;
}
else
{//okay, we're going to turn on our ally, we need to set and lock our enemy and put ourselves in a bstate that lets us attack him (and clear any flags that would stop us)
self->NPC->blockedSpeechDebounceTime = 0;
voiceEvent = EV_FFTURN;
self->NPC->behaviorState = self->NPC->tempBehavior = self->NPC->defaultBehavior = BS_DEFAULT;
other->flags &= ~FL_NOTARGET;
self->svFlags &= ~(SVF_IGNORE_ENEMIES|SVF_ICARUS_FREEZE|SVF_NO_COMBAT_SOUNDS);
G_SetEnemy( self, other );
self->svFlags |= SVF_LOCKEDENEMY;
self->NPC->scriptFlags &= ~(SCF_DONT_FIRE|SCF_CROUCHED|SCF_WALKING|SCF_NO_COMBAT_TALK|SCF_FORCED_MARCH);
self->NPC->scriptFlags |= (SCF_CHASE_ENEMIES|SCF_NO_MIND_TRICK);
//NOTE: we also stop ICARUS altogether
stop_icarus = qtrue;
if ( !killPlayerTimer )
{
killPlayerTimer = level.time + 10000;
}
}
}
}
}
SaveNPCGlobals();
SetNPCGlobals( self );
//Do extra bits
if ( NPCInfo->ignorePain == qfalse )
{
NPCInfo->confusionTime = 0;//clear any charm or confusion, regardless
if ( NPC->ghoul2.size() && NPC->headBolt != -1 )
{
G_StopEffect("force/confusion", NPC->playerModel, NPC->headBolt, NPC->s.number );
}
if ( damage != -1 )
{//-1 == don't play pain anim
//Set our proper pain animation
NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, voiceEvent );
}
//Check to take a new enemy
if ( NPC->enemy != other && NPC != other )
{//not already mad at them
//if it's an eweb or emplaced gun, get mad at the owner, not the gun
NPC_CheckAttacker( other, mod );
}
}
//Attempt to run any pain instructions
if ( self->client && self->NPC )
{
//FIXME: This needs better heuristics perhaps
if(self->health <= (self->max_health/3) && G_ActivateBehavior(self, BSET_FLEE) )
{
}
else //if( VALIDSTRING( self->behaviorSet[BSET_PAIN] ) )
{
G_ActivateBehavior(self, BSET_PAIN);
}
}
//Attempt to fire any paintargets we might have
if( self->paintarget && self->paintarget[0] )
{
G_UseTargets2(self, other, self->paintarget);
}
if (self->client && self->client->NPC_class==CLASS_BOBAFETT)
{
Boba_Pain( self, inflictor, damage, mod);
}
RestoreNPCGlobals();
}
/*
-------------------------
NPC_Touch
-------------------------
*/
extern qboolean INV_SecurityKeyGive( gentity_t *target, const char *keyname );
void NPC_Touch(gentity_t *self, gentity_t *other, trace_t *trace)
{
if(!self->NPC)
return;
SaveNPCGlobals();
SetNPCGlobals( self );
if ( self->message && self->health <= 0 )
{//I am dead and carrying a key
if ( other && player && player->health > 0 && other == player )
{//player touched me
char *text;
qboolean keyTaken;
//give him my key
if ( Q_stricmp( "goodie", self->message ) == 0 )
{//a goodie key
if ( (keyTaken = INV_GoodieKeyGive( other )) == qtrue )
{
text = "cp @SP_INGAME_TOOK_IMPERIAL_GOODIE_KEY";
G_AddEvent( other, EV_ITEM_PICKUP, (FindItemForInventory( INV_GOODIE_KEY )-bg_itemlist) );
}
else
{
text = "cp @SP_INGAME_CANT_CARRY_GOODIE_KEY";
}
}
else
{//a named security key
if ( (keyTaken = INV_SecurityKeyGive( player, self->message )) == qtrue )
{
text = "cp @SP_INGAME_TOOK_IMPERIAL_SECURITY_KEY";
G_AddEvent( other, EV_ITEM_PICKUP, (FindItemForInventory( INV_SECURITY_KEY )-bg_itemlist) );
}
else
{
text = "cp @SP_INGAME_CANT_CARRY_SECURITY_KEY";
}
}
if ( keyTaken )
{//remove my key
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm_key", 0x00000002 );
self->message = NULL;
self->client->ps.eFlags &= ~EF_FORCE_VISIBLE; //remove sight flag
G_Sound( player, G_SoundIndex( "sound/weapons/key_pkup.wav" ) );
}
gi.SendServerCommand( NULL, text );
}
}
if ( other->client )
{//FIXME: if pushing against another bot, both ucmd.rightmove = 127???
//Except if not facing one another...
if ( other->health > 0 )
{
NPCInfo->touchedByPlayer = other;
}
if ( other == NPCInfo->goalEntity )
{
NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
}
if( !(self->svFlags&SVF_LOCKEDENEMY) && !(self->svFlags&SVF_IGNORE_ENEMIES) && !(other->flags & FL_NOTARGET) )
{
if ( self->client->enemyTeam )
{//See if we bumped into an enemy
if ( other->client->playerTeam == self->client->enemyTeam )
{//bumped into an enemy
if( NPCInfo->behaviorState != BS_HUNT_AND_KILL && !NPCInfo->tempBehavior )
{//MCG - Begin: checking specific BS mode here, this is bad, a HACK
//FIXME: not medics?
if ( NPC->enemy != other )
{//not already mad at them
G_SetEnemy( NPC, other );
}
// NPCInfo->tempBehavior = BS_HUNT_AND_KILL;
}
}
}
}
//FIXME: do this if player is moving toward me and with a certain dist?
/*
if ( other->s.number == 0 && self->client->playerTeam == other->client->playerTeam )
{
VectorAdd( self->client->pushVec, other->client->ps.velocity, self->client->pushVec );
}
*/
}
else
{//FIXME: check for SVF_NONNPC_ENEMY flag here?
if ( other->health > 0 )
{
if ( NPC->enemy == other && (other->svFlags&SVF_NONNPC_ENEMY) )
{
NPCInfo->touchedByPlayer = other;
}
}
if ( other == NPCInfo->goalEntity )
{
NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
}
}
if ( NPC->client->NPC_class == CLASS_RANCOR )
{//rancor
if ( NPCInfo->blockedEntity != other && TIMER_Done(NPC, "blockedEntityIgnore"))
{//blocked
//if ( G_EntIsBreakable( other->s.number, NPC ) )
{//bumped into another breakable, so take that one instead?
NPCInfo->blockedEntity = other;//???
}
}
}
RestoreNPCGlobals();
}
/*
-------------------------
NPC_TempLookTarget
-------------------------
*/
void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime )
{
if ( !self->client )
{
return;
}
if ( !minLookTime )
{
minLookTime = 1000;
}
if ( !maxLookTime )
{
maxLookTime = 1000;
}
if ( !NPC_CheckLookTarget( self ) )
{//Not already looking at something else
//Look at him for 1 to 3 seconds
NPC_SetLookTarget( self, lookEntNum, level.time + Q_irand( minLookTime, maxLookTime ) );
}
}
void NPC_Respond( gentity_t *self, int userNum )
{
int event = -1;
/*
if ( Q_irand( 0, 1 ) )
{
event = Q_irand(EV_RESPOND1, EV_RESPOND3);
}
else
{
event = Q_irand(EV_BUSY1, EV_BUSY3);
}
*/
if ( !Q_irand( 0, 1 ) )
{//set looktarget to them for a second or two
NPC_TempLookTarget( self, userNum, 1000, 3000 );
}
//some last-minute hacked in responses
switch ( self->client->NPC_class )
{
case CLASS_JAN:
if ( self->enemy )
{
if ( !Q_irand( 0, 2 ) )
{
event = Q_irand( EV_CHASE1, EV_CHASE3 );
}
else if ( Q_irand( 0, 1 ) )
{
event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 );
}
else
{
event = Q_irand( EV_COVER1, EV_COVER5 );
}
}
else if ( !Q_irand( 0, 2 ) )
{
event = EV_SUSPICIOUS4;
}
else if ( !Q_irand( 0, 1 ) )
{
event = EV_SOUND1;
}
else
{
event = EV_CONFUSE1;
}
break;
case CLASS_LANDO:
if ( self->enemy )
{
if ( !Q_irand( 0, 2 ) )
{
event = Q_irand( EV_CHASE1, EV_CHASE3 );
}
else if ( Q_irand( 0, 1 ) )
{
event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 );
}
else
{
event = Q_irand( EV_COVER1, EV_COVER5 );
}
}
else if ( !Q_irand( 0, 6 ) )
{
event = EV_SIGHT2;
}
else if ( !Q_irand( 0, 5 ) )
{
event = EV_GIVEUP4;
}
else if ( Q_irand( 0, 4 ) > 1 )
{
event = Q_irand( EV_SOUND1, EV_SOUND3 );
}
else
{
event = Q_irand( EV_JDETECTED1, EV_JDETECTED2 );
}
break;
case CLASS_LUKE:
if ( self->enemy )
{
event = EV_COVER1;
}
else
{
event = Q_irand( EV_SOUND1, EV_SOUND3 );
}
break;
case CLASS_JEDI:
case CLASS_KYLE:
if ( !self->enemy )
{
/*
if ( !(self->svFlags&SVF_IGNORE_ENEMIES)
&& (self->NPC->scriptFlags&SCF_LOOK_FOR_ENEMIES)
&& self->client->enemyTeam == TEAM_ENEMY )
{
event = Q_irand( EV_ANGER1, EV_ANGER3 );
}
else
*/
{
event = Q_irand( EV_CONFUSE1, EV_CONFUSE3 );
}
}
break;
case CLASS_PRISONER:
if ( self->enemy )
{
if ( Q_irand( 0, 1 ) )
{
event = Q_irand( EV_CHASE1, EV_CHASE3 );
}
else
{
event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 );
}
}
else
{
event = Q_irand( EV_SOUND1, EV_SOUND3 );
}
break;
case CLASS_REBEL:
if ( self->enemy )
{
if ( !Q_irand( 0, 2 ) )
{
event = Q_irand( EV_CHASE1, EV_CHASE3 );
}
else
{
event = Q_irand( EV_DETECTED1, EV_DETECTED5 );
}
}
else
{
event = Q_irand( EV_SOUND1, EV_SOUND3 );
}
break;
case CLASS_BESPIN_COP:
if ( !Q_stricmp( "bespincop", self->NPC_type ) )
{//variant 1
if ( self->enemy )
{
if ( Q_irand( 0, 9 ) > 6 )
{
event = Q_irand( EV_CHASE1, EV_CHASE3 );
}
else if ( Q_irand( 0, 6 ) > 4 )
{
event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 );
}
else
{
event = Q_irand( EV_COVER1, EV_COVER5 );
}
}
else if ( !Q_irand( 0, 3 ) )
{
event = Q_irand( EV_SIGHT2, EV_SIGHT3 );
}
else if ( !Q_irand( 0, 1 ) )
{
event = Q_irand( EV_SOUND1, EV_SOUND3 );
}
else if ( !Q_irand( 0, 2 ) )
{
event = EV_LOST1;
}
else if ( !Q_irand( 0, 1 ) )
{
event = EV_ESCAPING2;
}
else
{
event = EV_GIVEUP4;
}
}
else
{//variant2
if ( self->enemy )
{
if ( Q_irand( 0, 9 ) > 6 )
{
event = Q_irand( EV_CHASE1, EV_CHASE3 );
}
else if ( Q_irand( 0, 6 ) > 4 )
{
event = Q_irand( EV_OUTFLANK1, EV_OUTFLANK2 );
}
else
{
event = Q_irand( EV_COVER1, EV_COVER5 );
}
}
else if ( !Q_irand( 0, 3 ) )
{
event = Q_irand( EV_SIGHT1, EV_SIGHT2 );
}
else if ( !Q_irand( 0, 1 ) )
{
event = Q_irand( EV_SOUND1, EV_SOUND3 );
}
else if ( !Q_irand( 0, 2 ) )
{
event = EV_LOST1;
}
else if ( !Q_irand( 0, 1 ) )
{
event = EV_GIVEUP3;
}
else
{
event = EV_CONFUSE1;
}
}
break;
case CLASS_R2D2: // droid
G_Sound(self, G_SoundIndex(va("sound/chars/r2d2/misc/r2d2talk0%d.wav",Q_irand(1, 3))));
break;
case CLASS_R5D2: // droid
G_Sound(self, G_SoundIndex(va("sound/chars/r5d2/misc/r5talk%d.wav",Q_irand(1, 4))));
break;
case CLASS_MOUSE: // droid
G_Sound(self, G_SoundIndex(va("sound/chars/mouse/misc/mousego%d.wav",Q_irand(1, 3))));
break;
case CLASS_GONK: // droid
G_Sound(self, G_SoundIndex(va("sound/chars/gonk/misc/gonktalk%d.wav",Q_irand(1, 2))));
break;
case CLASS_JAWA:
G_SoundOnEnt(self, CHAN_VOICE, va("sound/chars/jawa/misc/chatter%d.wav",Q_irand(1, 6)) );
if ( self->NPC )
{
self->NPC->blockedSpeechDebounceTime = level.time + 2000;
}
break;
}
if ( event != -1 )
{
//hack here because we reuse some "combat" and "extra" sounds
qboolean addFlag = (self->NPC->scriptFlags&SCF_NO_COMBAT_TALK);
self->NPC->scriptFlags &= ~SCF_NO_COMBAT_TALK;
G_AddVoiceEvent( self, event, 3000 );
if ( addFlag )
{
self->NPC->scriptFlags |= SCF_NO_COMBAT_TALK;
}
}
}
/*
-------------------------
NPC_UseResponse
-------------------------
*/
void NPC_UseResponse( gentity_t *self, gentity_t *user, qboolean useWhenDone )
{
if ( !self->NPC || !self->client )
{
return;
}
if ( user->s.number != 0 )
{//not used by the player
if ( useWhenDone )
{
G_ActivateBehavior( self, BSET_USE );
}
return;
}
if ( user->client && self->client->playerTeam != user->client->playerTeam && self->client->playerTeam != TEAM_NEUTRAL )
{//only those on the same team react
if ( useWhenDone )
{
G_ActivateBehavior( self, BSET_USE );
}
return;
}
if ( self->NPC->blockedSpeechDebounceTime > level.time )
{//I'm not responding right now
return;
}
if ( gi.VoiceVolume[self->s.number] )
{//I'm talking already
if ( !useWhenDone )
{//you're not trying to use me
return;
}
}
if ( useWhenDone )
{
G_ActivateBehavior( self, BSET_USE );
}
else
{
NPC_Respond( self, user->s.number );
}
}
/*
-------------------------
NPC_Use
-------------------------
*/
extern void Add_Batteries( gentity_t *ent, int *count );
void NPC_Use( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if (self->client->ps.pm_type == PM_DEAD)
{//or just remove ->pain in player_die?
return;
}
SaveNPCGlobals();
SetNPCGlobals( self );
if(self->client && self->NPC)
{
// If this is a vehicle, let the other guy board it. Added 12/14/02 by AReis.
if ( self->client->NPC_class == CLASS_VEHICLE )
{
Vehicle_t *pVeh = self->m_pVehicle;
if ( pVeh && pVeh->m_pVehicleInfo && other && other->client )
{//safety
//if I used myself, eject everyone on me
if ( other == self )
{
pVeh->m_pVehicleInfo->EjectAll( pVeh );
}
// If other is already riding this vehicle (self), eject him.
else if ( other->owner == self )
{
pVeh->m_pVehicleInfo->Eject( pVeh, other, qfalse );
}
// Otherwise board this vehicle.
else
{
pVeh->m_pVehicleInfo->Board( pVeh, other );
}
}
}
else if ( Jedi_WaitingAmbush( NPC ) )
{
Jedi_Ambush( NPC );
}
//Run any use instructions
if ( activator && activator->s.number == 0 && self->client->NPC_class == CLASS_GONK )
{
// must be using the gonk, so attempt to give battery power.
// NOTE: this will steal up to MAX_BATTERIES for the activator, leaving the residual on the gonk for potential later use.
Add_Batteries( activator, &self->client->ps.batteryCharge );
}
// Not using MEDICs anymore
/*
if ( self->NPC->behaviorState == BS_MEDIC_HIDE && activator->client )
{//Heal me NOW, dammit!
if ( activator->health < activator->max_health )
{//person needs help
if ( self->NPC->eventualGoal != activator )
{//not my current patient already
NPC_TakePatient( activator );
G_ActivateBehavior( self, BSET_USE );
}
}
else if ( !self->enemy && activator->s.number == 0 && !gi.VoiceVolume[self->s.number] && !(self->NPC->scriptFlags&SCF_NO_RESPONSE) )
{//I don't have an enemy and I'm not talking and I was used by the player
NPC_UseResponse( self, other, qfalse );
}
}
*/
// else if ( self->behaviorSet[BSET_USE] )
if ( self->behaviorSet[BSET_USE] )
{
NPC_UseResponse( self, other, qtrue );
}
// else if ( isMedic( self ) )
// {//Heal me NOW, dammit!
// NPC_TakePatient( activator );
// }
else if ( !self->enemy
//&& self->client->NPC_class == CLASS_VEHICLE
&& activator->s.number == 0
&& !gi.VoiceVolume[self->s.number]
&& !(self->NPC->scriptFlags&SCF_NO_RESPONSE) )
{//I don't have an enemy and I'm not talking and I was used by the player
NPC_UseResponse( self, other, qfalse );
}
}
RestoreNPCGlobals();
}
void NPC_CheckPlayerAim( void )
{
//FIXME: need appropriate dialogue
/*
gentity_t *player = &g_entities[0];
if ( player && player->client && player->client->ps.weapon > (int)(WP_NONE) && player->client->ps.weapon < (int)(WP_TRICORDER) )
{//player has a weapon ready
if ( g_crosshairEntNum == NPC->s.number && level.time - g_crosshairEntTime < 200
&& g_crosshairSameEntTime >= 3000 && g_crosshairEntDist < 256 )
{//if the player holds the crosshair on you for a few seconds
//ask them what the fuck they're doing
G_AddVoiceEvent( NPC, Q_irand( EV_FF_1A, EV_FF_1C ), 0 );
}
}
*/
}
void NPC_CheckAllClear( void )
{
//FIXME: need to make this happen only once after losing enemies, not over and over again
/*
if ( NPC->client && !NPC->enemy && level.time - teamLastEnemyTime[NPC->client->playerTeam] > 10000 )
{//Team hasn't seen an enemy in 10 seconds
if ( !Q_irand( 0, 2 ) )
{
G_AddVoiceEvent( NPC, Q_irand(EV_SETTLE1, EV_SETTLE3), 3000 );
}
}
*/
}