mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 20:31:26 +00:00
852 lines
24 KiB
C++
852 lines
24 KiB
C++
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
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#include "g_headers.h"
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#include "b_local.h"
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// These define the working combat range for these suckers
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#define MIN_DISTANCE 54
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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#define MAX_DISTANCE 128
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#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
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#define LSTATE_CLEAR 0
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#define LSTATE_WAITING 1
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#define LSTATE_FLEE 2
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#define LSTATE_BERZERK 3
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#define HOWLER_RETREAT_DIST 300.0f
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#define HOWLER_PANIC_HEALTH 10
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extern void G_UcmdMoveForDir( gentity_t *self, usercmd_t *cmd, vec3_t dir );
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extern void G_GetBoltPosition( gentity_t *self, int boltIndex, vec3_t pos, int modelIndex = 0 );
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern qboolean NAV_DirSafe( gentity_t *self, vec3_t dir, float dist );
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extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
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extern float NPC_EntRangeFromBolt( gentity_t *targEnt, int boltIndex );
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extern int NPC_GetEntsNearBolt( gentity_t **radiusEnts, float radius, int boltIndex, vec3_t boltOrg );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern qboolean PM_HasAnimation( gentity_t *ent, int animation );
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static void Howler_Attack( float enemyDist, qboolean howl = qfalse );
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/*
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-------------------------
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NPC_Howler_Precache
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-------------------------
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*/
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void NPC_Howler_Precache( void )
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{
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int i;
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//G_SoundIndex( "sound/chars/howler/howl.mp3" );
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G_EffectIndex( "howler/sonic" );
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G_SoundIndex( "sound/chars/howler/howl.mp3" );
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for ( i = 1; i < 3; i++ )
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{
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G_SoundIndex( va( "sound/chars/howler/idle_hiss%d.mp3", i ) );
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}
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for ( i = 1; i < 6; i++ )
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{
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G_SoundIndex( va( "sound/chars/howler/howl_talk%d.mp3", i ) );
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G_SoundIndex( va( "sound/chars/howler/howl_yell%d.mp3", i ) );
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}
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}
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void Howler_ClearTimers( gentity_t *self )
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{
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//clear all my timers
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TIMER_Set( self, "flee", -level.time );
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TIMER_Set( self, "retreating", -level.time );
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TIMER_Set( self, "standing", -level.time );
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TIMER_Set( self, "walking", -level.time );
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TIMER_Set( self, "running", -level.time );
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TIMER_Set( self, "aggressionDecay", -level.time );
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TIMER_Set( self, "speaking", -level.time );
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}
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static qboolean NPC_Howler_Move( int randomJumpChance = 0 )
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{
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if ( !TIMER_Done( NPC, "standing" ) )
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{//standing around
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return qfalse;
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}
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if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE )
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{//in air, don't do anything
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return qfalse;
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}
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if ( (!NPC->enemy&&TIMER_Done( NPC, "running" )) || !TIMER_Done( NPC, "walking" ) )
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{
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ucmd.buttons |= BUTTON_WALKING;
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}
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if ( (!randomJumpChance||Q_irand( 0, randomJumpChance ))
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&& NPC_MoveToGoal( qtrue ) )
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{
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if ( VectorCompare( NPC->client->ps.moveDir, vec3_origin )
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|| !NPC->client->ps.speed )
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{//uh.... wtf? Got there?
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if ( NPCInfo->goalEntity )
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{
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NPC_FaceEntity( NPCInfo->goalEntity, qfalse );
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}
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else
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{
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NPC_UpdateAngles( qfalse, qtrue );
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}
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return qtrue;
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}
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//TEMP: don't want to strafe
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VectorClear( NPC->client->ps.moveDir );
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ucmd.rightmove = 0.0f;
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// Com_Printf( "Howler moving %d\n",ucmd.forwardmove );
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//if backing up, go slow...
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if ( ucmd.forwardmove < 0.0f )
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{
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ucmd.buttons |= BUTTON_WALKING;
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//if ( NPC->client->ps.speed > NPCInfo->stats.walkSpeed )
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{//don't walk faster than I'm allowed to
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NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
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}
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}
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else
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{
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if ( (ucmd.buttons&BUTTON_WALKING) )
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{
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NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
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}
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else
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{
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NPC->client->ps.speed = NPCInfo->stats.runSpeed;
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}
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}
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NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw = NPCInfo->lastPathAngles[YAW];
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NPC_UpdateAngles( qfalse, qtrue );
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}
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else if ( NPCInfo->goalEntity )
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{//couldn't get where we wanted to go, try to jump there
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NPC_FaceEntity( NPCInfo->goalEntity, qfalse );
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NPC_TryJump( NPCInfo->goalEntity, 400.0f, -256.0f );
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}
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return qtrue;
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}
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/*
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-------------------------
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Howler_Idle
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-------------------------
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*/
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static void Howler_Idle( void )
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{
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}
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/*
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-------------------------
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Howler_Patrol
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-------------------------
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*/
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static void Howler_Patrol( void )
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{
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NPCInfo->localState = LSTATE_CLEAR;
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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NPC_Howler_Move( 100 );
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}
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vec3_t dif;
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VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );
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if ( VectorLengthSquared( dif ) < 256 * 256 )
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{
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G_SetEnemy( NPC, &g_entities[0] );
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}
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if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
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{
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Howler_Idle();
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return;
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}
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Howler_Attack( 0.0f, qtrue );
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}
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/*
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-------------------------
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Howler_Move
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-------------------------
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*/
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static qboolean Howler_Move( qboolean visible )
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{
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if ( NPCInfo->localState != LSTATE_WAITING )
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{
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
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return NPC_Howler_Move( 30 );
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}
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return qfalse;
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}
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//---------------------------------------------------------
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static void Howler_TryDamage( int damage, qboolean tongue, qboolean knockdown )
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{
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vec3_t start, end, dir;
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trace_t tr;
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if ( tongue )
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{
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G_GetBoltPosition( NPC, NPC->genericBolt1, start );
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G_GetBoltPosition( NPC, NPC->genericBolt2, end );
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VectorSubtract( end, start, dir );
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float dist = VectorNormalize( dir );
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VectorMA( start, dist+16, dir, end );
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}
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else
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{
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VectorCopy( NPC->currentOrigin, start );
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AngleVectors( NPC->currentAngles, dir, NULL, NULL );
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VectorMA( start, MIN_DISTANCE*2, dir, end );
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}
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#ifndef FINAL_BUILD
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if ( d_saberCombat->integer > 1 )
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{
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G_DebugLine(start, end, 1000, 0x000000ff, qtrue);
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}
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#endif
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// Should probably trace from the mouth, but, ah well.
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gi.trace( &tr, start, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT );
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if ( tr.entityNum < ENTITYNUM_WORLD )
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{//hit *something*
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gentity_t *victim = &g_entities[tr.entityNum];
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if ( !victim->client
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|| victim->client->NPC_class != CLASS_HOWLER )
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{//not another howler
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if ( knockdown && victim->client )
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{//only do damage if victim isn't knocked down. If he isn't, knock him down
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if ( PM_InKnockDown( &victim->client->ps ) )
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{
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return;
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}
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}
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//FIXME: some sort of damage effect (claws and tongue are cutting you... blood?)
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G_Damage( victim, NPC, NPC, dir, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
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if ( knockdown && victim->health > 0 )
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{//victim still alive
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G_Knockdown( victim, NPC, NPC->client->ps.velocity, 500, qfalse );
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}
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}
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}
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}
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static void Howler_Howl( void )
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{
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gentity_t *radiusEnts[ 128 ];
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int numEnts;
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const float radius = (NPC->spawnflags&1)?256:128;
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const float halfRadSquared = ((radius/2)*(radius/2));
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const float radiusSquared = (radius*radius);
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float distSq;
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int i;
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vec3_t boltOrg;
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AddSoundEvent( NPC, NPC->currentOrigin, 512, AEL_DANGER, qfalse, qtrue );
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numEnts = NPC_GetEntsNearBolt( radiusEnts, radius, NPC->handLBolt, boltOrg );
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for ( i = 0; i < numEnts; i++ )
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{
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if ( !radiusEnts[i]->inuse )
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{
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continue;
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}
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if ( radiusEnts[i] == NPC )
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{//Skip the rancor ent
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continue;
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}
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if ( radiusEnts[i]->client == NULL )
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{//must be a client
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continue;
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}
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if ( radiusEnts[i]->client->NPC_class == CLASS_HOWLER )
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{//other howlers immune
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continue;
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}
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distSq = DistanceSquared( radiusEnts[i]->currentOrigin, boltOrg );
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if ( distSq <= radiusSquared )
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{
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if ( distSq < halfRadSquared )
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{//close enough to do damage, too
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if ( Q_irand( 0, g_spskill->integer ) )
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{//does no damage on easy, does 1 point every other frame on medium, more often on hard
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G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, NPC->currentOrigin, 1, DAMAGE_NO_KNOCKBACK, MOD_IMPACT );
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}
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}
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if ( radiusEnts[i]->health > 0
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&& radiusEnts[i]->client
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&& radiusEnts[i]->client->NPC_class != CLASS_RANCOR
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&& radiusEnts[i]->client->NPC_class != CLASS_ATST
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&& !PM_InKnockDown( &radiusEnts[i]->client->ps ) )
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{
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if ( PM_HasAnimation( radiusEnts[i], BOTH_SONICPAIN_START ) )
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{
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if ( radiusEnts[i]->client->ps.torsoAnim != BOTH_SONICPAIN_START
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&& radiusEnts[i]->client->ps.torsoAnim != BOTH_SONICPAIN_HOLD )
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{
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NPC_SetAnim( radiusEnts[i], SETANIM_LEGS, BOTH_SONICPAIN_START, SETANIM_FLAG_NORMAL );
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NPC_SetAnim( radiusEnts[i], SETANIM_TORSO, BOTH_SONICPAIN_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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radiusEnts[i]->client->ps.torsoAnimTimer += 100;
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radiusEnts[i]->client->ps.weaponTime = radiusEnts[i]->client->ps.torsoAnimTimer;
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}
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else if ( radiusEnts[i]->client->ps.torsoAnimTimer <= 100 )
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{//at the end of the sonic pain start or hold anim
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NPC_SetAnim( radiusEnts[i], SETANIM_LEGS, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_NORMAL );
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NPC_SetAnim( radiusEnts[i], SETANIM_TORSO, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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radiusEnts[i]->client->ps.torsoAnimTimer += 100;
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radiusEnts[i]->client->ps.weaponTime = radiusEnts[i]->client->ps.torsoAnimTimer;
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}
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}
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/*
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else if ( distSq < halfRadSquared
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&& radiusEnts[i]->client->ps.groundEntityNum != ENTITYNUM_NONE
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&& !Q_irand( 0, 10 ) )//FIXME: base on skill
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{//within range
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G_Knockdown( radiusEnts[i], NPC, vec3_origin, 500, qfalse );
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}
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*/
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}
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}
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}
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float playerDist = NPC_EntRangeFromBolt( player, NPC->genericBolt1 );
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if ( playerDist < 256.0f )
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{
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CGCam_Shake( 1.0f*playerDist/128.0f, 200 );
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}
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}
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//------------------------------
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static void Howler_Attack( float enemyDist, qboolean howl )
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{
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int dmg = (NPCInfo->localState==LSTATE_BERZERK)?5:2;
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if ( !TIMER_Exists( NPC, "attacking" ))
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{
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int attackAnim = BOTH_GESTURE1;
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// Going to do an attack
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if ( NPC->enemy && NPC->enemy->client && PM_InKnockDown( &NPC->enemy->client->ps )
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&& enemyDist <= MIN_DISTANCE )
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{
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attackAnim = BOTH_ATTACK2;
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}
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else if ( !Q_irand( 0, 4 ) || howl )
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{//howl attack
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//G_SoundOnEnt( NPC, CHAN_VOICE, "sound/chars/howler/howl.mp3" );
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}
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else if ( enemyDist > MIN_DISTANCE && Q_irand( 0, 1 ) )
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{//lunge attack
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//jump foward
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vec3_t fwd, yawAng = {0, NPC->client->ps.viewangles[YAW], 0};
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AngleVectors( yawAng, fwd, NULL, NULL );
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VectorScale( fwd, (enemyDist*3.0f), NPC->client->ps.velocity );
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NPC->client->ps.velocity[2] = 200;
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NPC->client->ps.groundEntityNum = ENTITYNUM_NONE;
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attackAnim = BOTH_ATTACK1;
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}
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else
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{//tongue attack
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attackAnim = BOTH_ATTACK2;
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}
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NPC_SetAnim( NPC, SETANIM_BOTH, attackAnim, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD | SETANIM_FLAG_RESTART );
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if ( NPCInfo->localState == LSTATE_BERZERK )
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{//attack again right away
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TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer );
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}
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else
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{
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TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer + Q_irand( 0, 1500 ) );//FIXME: base on skill
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TIMER_Set( NPC, "standing", -level.time );
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TIMER_Set( NPC, "walking", -level.time );
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TIMER_Set( NPC, "running", NPC->client->ps.legsAnimTimer + 5000 );
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}
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TIMER_Set( NPC, "attack_dmg", 200 ); // level two damage
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}
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// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
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switch ( NPC->client->ps.legsAnim )
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{
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case BOTH_ATTACK1:
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case BOTH_MELEE1:
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if ( NPC->client->ps.legsAnimTimer > 650//more than 13 frames left
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&& PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsAnimTimer >= 800 )//at least 16 frames into anim
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{
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Howler_TryDamage( dmg, qfalse, qfalse );
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}
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break;
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case BOTH_ATTACK2:
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case BOTH_MELEE2:
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if ( NPC->client->ps.legsAnimTimer > 350//more than 7 frames left
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&& PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsAnimTimer >= 550 )//at least 11 frames into anim
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{
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Howler_TryDamage( dmg, qtrue, qfalse );
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}
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break;
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case BOTH_GESTURE1:
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{
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if ( NPC->client->ps.legsAnimTimer > 1800//more than 36 frames left
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&& PM_AnimLength( NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim ) - NPC->client->ps.legsAnimTimer >= 950 )//at least 19 frames into anim
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{
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Howler_Howl();
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if ( !NPC->count )
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{
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G_PlayEffect( G_EffectIndex( "howler/sonic" ), NPC->playerModel, NPC->genericBolt1, NPC->s.number, NPC->currentOrigin, 4750, qtrue );
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G_SoundOnEnt( NPC, CHAN_VOICE, "sound/chars/howler/howl.mp3" );
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NPC->count = 1;
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}
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}
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}
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break;
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default:
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//anims seem to get reset after a load, so just stop attacking and it will restart as needed.
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TIMER_Remove( NPC, "attacking" );
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break;
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}
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// Just using this to remove the attacking flag at the right time
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TIMER_Done2( NPC, "attacking", qtrue );
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}
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//----------------------------------
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static void Howler_Combat( void )
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{
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qboolean faced = qfalse;
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float distance;
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qboolean advance = qfalse;
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if ( NPC->client->ps.groundEntityNum == ENTITYNUM_NONE )
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{//not on the ground
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if ( NPC->client->ps.legsAnim == BOTH_JUMP1
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|| NPC->client->ps.legsAnim == BOTH_INAIR1 )
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{//flying through the air with the greatest of ease, etc
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Howler_TryDamage( 10, qfalse, qfalse );
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}
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}
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else
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{//not in air, see if we should attack or advance
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// If we cannot see our target or we have somewhere to go, then do that
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if ( !NPC_ClearLOS( NPC->enemy ) )//|| UpdateGoal( ))
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{
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
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if ( NPCInfo->localState == LSTATE_BERZERK )
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{
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NPC_Howler_Move( 3 );
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}
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else
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{
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NPC_Howler_Move( 10 );
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}
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NPC_UpdateAngles( qfalse, qtrue );
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return;
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}
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distance = DistanceHorizontal( NPC->currentOrigin, NPC->enemy->currentOrigin );
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if ( NPC->enemy && NPC->enemy->client && PM_InKnockDown( &NPC->enemy->client->ps ) )
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{//get really close to knocked down enemies
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advance = (qboolean)( distance > MIN_DISTANCE ? qtrue : qfalse );
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}
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else
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{
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advance = (qboolean)( distance > MAX_DISTANCE ? qtrue : qfalse );//MIN_DISTANCE
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}
|
|
|
|
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 if ( TIMER_Done( NPC, "standing" ) )
|
|
{
|
|
faced = Howler_Move( 1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Howler_Attack( distance );
|
|
}
|
|
}
|
|
|
|
if ( !faced )
|
|
{
|
|
if ( //TIMER_Done( NPC, "standing" ) //not just standing there
|
|
//!advance //not moving
|
|
TIMER_Done( NPC, "attacking" ) )// not attacking
|
|
{//not standing around
|
|
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
|
|
NPC_FaceEnemy( qtrue );
|
|
}
|
|
else
|
|
{
|
|
NPC_UpdateAngles( qfalse, qtrue );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Howler_Pain
|
|
-------------------------
|
|
*/
|
|
void NPC_Howler_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
|
|
{
|
|
if ( !self || !self->NPC )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( self->NPC->localState != LSTATE_BERZERK )//damage >= 10 )
|
|
{
|
|
self->NPC->stats.aggression += damage;
|
|
self->NPC->localState = LSTATE_WAITING;
|
|
|
|
TIMER_Remove( self, "attacking" );
|
|
|
|
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
|
|
|
|
//if ( self->client->ps.legsAnim == BOTH_GESTURE1 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "howler/sonic" ), self->playerModel, self->genericBolt1, self->s.number );
|
|
}
|
|
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( self, "takingPain", self->client->ps.legsAnimTimer );//2900 );
|
|
|
|
if ( self->health > HOWLER_PANIC_HEALTH )
|
|
{//still have some health left
|
|
if ( Q_irand( 0, self->max_health ) > self->health )//FIXME: or check damage?
|
|
{//back off!
|
|
TIMER_Set( self, "standing", -level.time );
|
|
TIMER_Set( self, "running", -level.time );
|
|
TIMER_Set( self, "walking", -level.time );
|
|
TIMER_Set( self, "retreating", Q_irand( 1000, 5000 ) );
|
|
}
|
|
else
|
|
{//go after him!
|
|
TIMER_Set( self, "standing", -level.time );
|
|
TIMER_Set( self, "running", self->client->ps.legsAnimTimer+Q_irand(3000,6000) );
|
|
TIMER_Set( self, "walking", -level.time );
|
|
TIMER_Set( self, "retreating", -level.time );
|
|
}
|
|
}
|
|
else if ( self->NPC )
|
|
{//panic!
|
|
if ( Q_irand( 0, 1 ) )
|
|
{//berzerk
|
|
self->NPC->localState = LSTATE_BERZERK;
|
|
}
|
|
else
|
|
{//flee
|
|
self->NPC->localState = LSTATE_FLEE;
|
|
TIMER_Set( self, "flee", Q_irand( 10000, 30000 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSHowler_Default
|
|
-------------------------
|
|
*/
|
|
void NPC_BSHowler_Default( void )
|
|
{
|
|
if ( NPC->client->ps.legsAnim != BOTH_GESTURE1 )
|
|
{
|
|
NPC->count = 0;
|
|
}
|
|
//FIXME: if in jump, do damage in front and maybe knock them down?
|
|
if ( !TIMER_Done( NPC, "attacking" ) )
|
|
{
|
|
if ( NPC->enemy )
|
|
{
|
|
//NPC_FaceEnemy( qfalse );
|
|
Howler_Attack( Distance( NPC->enemy->currentOrigin, NPC->currentOrigin ) );
|
|
}
|
|
else
|
|
{
|
|
//NPC_UpdateAngles( qfalse, qtrue );
|
|
Howler_Attack( 0.0f );
|
|
}
|
|
NPC_UpdateAngles( qfalse, qtrue );
|
|
return;
|
|
}
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
if ( NPCInfo->stats.aggression > 0 )
|
|
{
|
|
if ( TIMER_Done( NPC, "aggressionDecay" ) )
|
|
{
|
|
NPCInfo->stats.aggression--;
|
|
TIMER_Set( NPC, "aggressionDecay", 500 );
|
|
}
|
|
}
|
|
if ( !TIMER_Done( NPC, "flee" )
|
|
&& NPC_BSFlee() ) //this can clear ENEMY
|
|
{//successfully trying to run away
|
|
return;
|
|
}
|
|
if ( NPC->enemy == NULL)
|
|
{
|
|
NPC_UpdateAngles( qfalse, qtrue );
|
|
return;
|
|
}
|
|
if ( NPCInfo->localState == LSTATE_FLEE )
|
|
{//we were fleeing, now done (either timer ran out or we cannot flee anymore
|
|
if ( NPC_ClearLOS( NPC->enemy ) )
|
|
{//if enemy is still around, go berzerk
|
|
NPCInfo->localState = LSTATE_BERZERK;
|
|
}
|
|
else
|
|
{//otherwise, lick our wounds?
|
|
NPCInfo->localState = LSTATE_CLEAR;
|
|
TIMER_Set( NPC, "standing", Q_irand( 3000, 10000 ) );
|
|
}
|
|
}
|
|
else if ( NPCInfo->localState == LSTATE_BERZERK )
|
|
{//go nuts!
|
|
}
|
|
else if ( NPCInfo->stats.aggression >= Q_irand( 75, 125 ) )
|
|
{//that's it, go nuts!
|
|
NPCInfo->localState = LSTATE_BERZERK;
|
|
}
|
|
else if ( !TIMER_Done( NPC, "retreating" ) )
|
|
{//trying to back off
|
|
NPC_FaceEnemy( qtrue );
|
|
if ( NPC->client->ps.speed > NPCInfo->stats.walkSpeed )
|
|
{
|
|
NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
|
|
}
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
if ( Distance( NPC->enemy->currentOrigin, NPC->currentOrigin ) < HOWLER_RETREAT_DIST )
|
|
{//enemy is close
|
|
vec3_t moveDir;
|
|
AngleVectors( NPC->currentAngles, moveDir, NULL, NULL );
|
|
VectorScale( moveDir, -1, moveDir );
|
|
if ( !NAV_DirSafe( NPC, moveDir, 8 ) )
|
|
{//enemy is backing me up against a wall or ledge! Start to get really mad!
|
|
NPCInfo->stats.aggression += 2;
|
|
}
|
|
else
|
|
{//back off
|
|
ucmd.forwardmove = -127;
|
|
}
|
|
//enemy won't leave me alone, get mad...
|
|
NPCInfo->stats.aggression++;
|
|
}
|
|
return;
|
|
}
|
|
else if ( TIMER_Done( NPC, "standing" ) )
|
|
{//not standing around
|
|
if ( !(NPCInfo->last_ucmd.forwardmove)
|
|
&& !(NPCInfo->last_ucmd.rightmove) )
|
|
{//stood last frame
|
|
if ( TIMER_Done( NPC, "walking" )
|
|
&& TIMER_Done( NPC, "running" ) )
|
|
{//not walking or running
|
|
if ( Q_irand( 0, 2 ) )
|
|
{//run for a while
|
|
TIMER_Set( NPC, "walking", Q_irand( 4000, 8000 ) );
|
|
}
|
|
else
|
|
{//walk for a bit
|
|
TIMER_Set( NPC, "running", Q_irand( 2500, 5000 ) );
|
|
}
|
|
}
|
|
}
|
|
else if ( (NPCInfo->last_ucmd.buttons&BUTTON_WALKING) )
|
|
{//walked last frame
|
|
if ( TIMER_Done( NPC, "walking" ) )
|
|
{//just finished walking
|
|
if ( Q_irand( 0, 5 ) || DistanceSquared( NPC->enemy->currentOrigin, NPC->currentOrigin ) < MAX_DISTANCE_SQR )
|
|
{//run for a while
|
|
TIMER_Set( NPC, "running", Q_irand( 4000, 20000 ) );
|
|
}
|
|
else
|
|
{//stand for a bit
|
|
TIMER_Set( NPC, "standing", Q_irand( 2000, 6000 ) );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//ran last frame
|
|
if ( TIMER_Done( NPC, "running" ) )
|
|
{//just finished running
|
|
if ( Q_irand( 0, 8 ) || DistanceSquared( NPC->enemy->currentOrigin, NPC->currentOrigin ) < MAX_DISTANCE_SQR )
|
|
{//walk for a while
|
|
TIMER_Set( NPC, "walking", Q_irand( 3000, 10000 ) );
|
|
}
|
|
else
|
|
{//stand for a bit
|
|
TIMER_Set( NPC, "standing", Q_irand( 2000, 6000 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( NPC_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;
|
|
Howler_Patrol();
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
}
|
|
if ( TIMER_Done( NPC, "lookForNewEnemy" ) )
|
|
{
|
|
gentity_t *sav_enemy = NPC->enemy;//FIXME: what about NPC->lastEnemy?
|
|
NPC->enemy = NULL;
|
|
gentity_t *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 );
|
|
if ( NPC->enemy != NPC->lastEnemy )
|
|
{//clear this so that we only sniff the player the first time we pick them up
|
|
NPC->useDebounceTime = 0;
|
|
}
|
|
//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 ) );
|
|
}
|
|
}
|
|
Howler_Combat();
|
|
if ( TIMER_Done( NPC, "speaking" ) )
|
|
{
|
|
if ( !TIMER_Done( NPC, "standing" )
|
|
|| !TIMER_Done( NPC, "retreating" ))
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/idle_hiss%d.mp3", Q_irand( 1, 2 ) ) );
|
|
}
|
|
else if ( !TIMER_Done( NPC, "walking" )
|
|
|| NPCInfo->localState == LSTATE_FLEE )
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/howl_talk%d.mp3", Q_irand( 1, 5 ) ) );
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/howl_yell%d.mp3", Q_irand( 1, 5 ) ) );
|
|
}
|
|
if ( NPCInfo->localState == LSTATE_BERZERK
|
|
|| NPCInfo->localState == LSTATE_FLEE )
|
|
{
|
|
TIMER_Set( NPC, "speaking", Q_irand( 1000, 4000 ) );
|
|
}
|
|
else
|
|
{
|
|
TIMER_Set( NPC, "speaking", Q_irand( 3000, 8000 ) );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( TIMER_Done( NPC, "speaking" ) )
|
|
{
|
|
if ( !Q_irand( 0, 3 ) )
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/idle_hiss%d.mp3", Q_irand( 1, 2 ) ) );
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_VOICE, va( "sound/chars/howler/howl_talk%d.mp3", Q_irand( 1, 5 ) ) );
|
|
}
|
|
TIMER_Set( NPC, "speaking", Q_irand( 4000, 12000 ) );
|
|
}
|
|
if ( NPCInfo->stats.aggression > 0 )
|
|
{
|
|
if ( TIMER_Done( NPC, "aggressionDecay" ) )
|
|
{
|
|
NPCInfo->stats.aggression--;
|
|
TIMER_Set( NPC, "aggressionDecay", 200 );
|
|
}
|
|
}
|
|
if ( TIMER_Done( NPC, "standing" ) )
|
|
{//not standing around
|
|
if ( !(NPCInfo->last_ucmd.forwardmove)
|
|
&& !(NPCInfo->last_ucmd.rightmove) )
|
|
{//stood last frame
|
|
if ( TIMER_Done( NPC, "walking" )
|
|
&& TIMER_Done( NPC, "running" ) )
|
|
{//not walking or running
|
|
if ( NPCInfo->goalEntity )
|
|
{//have somewhere to go
|
|
if ( Q_irand( 0, 2 ) )
|
|
{//walk for a while
|
|
TIMER_Set( NPC, "walking", Q_irand( 3000, 10000 ) );
|
|
}
|
|
else
|
|
{//run for a bit
|
|
TIMER_Set( NPC, "running", Q_irand( 2500, 5000 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( (NPCInfo->last_ucmd.buttons&BUTTON_WALKING) )
|
|
{//walked last frame
|
|
if ( TIMER_Done( NPC, "walking" ) )
|
|
{//just finished walking
|
|
if ( Q_irand( 0, 3 ) )
|
|
{//run for a while
|
|
TIMER_Set( NPC, "running", Q_irand( 3000, 6000 ) );
|
|
}
|
|
else
|
|
{//stand for a bit
|
|
TIMER_Set( NPC, "standing", Q_irand( 2500, 5000 ) );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//ran last frame
|
|
if ( TIMER_Done( NPC, "running" ) )
|
|
{//just finished running
|
|
if ( Q_irand( 0, 2 ) )
|
|
{//walk for a while
|
|
TIMER_Set( NPC, "walking", Q_irand( 6000, 15000 ) );
|
|
}
|
|
else
|
|
{//stand for a bit
|
|
TIMER_Set( NPC, "standing", Q_irand( 4000, 6000 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
Howler_Patrol();
|
|
}
|
|
else
|
|
{
|
|
Howler_Idle();
|
|
}
|
|
}
|
|
|
|
NPC_UpdateAngles( qfalse, qtrue );
|
|
}
|