mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
654 lines
19 KiB
C
654 lines
19 KiB
C
#include "b_local.h"
|
|
#include "g_nav.h"
|
|
|
|
// These define the working combat range for these suckers
|
|
#define MIN_DISTANCE 48
|
|
#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
|
|
|
|
float enemyDist = 0;
|
|
|
|
void Wampa_SetBolts( gentity_t *self )
|
|
{
|
|
if ( self && self->client )
|
|
{
|
|
renderInfo_t *ri = &self->client->renderInfo;
|
|
ri->headBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*head_eyes");
|
|
//ri->cervicalBolt = trap_G2API_AddBolt(self->ghoul2, 0, "neck_bone" );
|
|
//ri->chestBolt = trap_G2API_AddBolt(self->ghoul2, 0, "upper_spine");
|
|
//ri->gutBolt = trap_G2API_AddBolt(self->ghoul2, 0, "mid_spine");
|
|
ri->torsoBolt = trap_G2API_AddBolt(self->ghoul2, 0, "lower_spine");
|
|
ri->crotchBolt = trap_G2API_AddBolt(self->ghoul2, 0, "rear_bone");
|
|
//ri->elbowLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*l_arm_elbow");
|
|
//ri->elbowRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*r_arm_elbow");
|
|
ri->handLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*l_hand");
|
|
ri->handRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*r_hand");
|
|
//ri->kneeLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*hips_l_knee");
|
|
//ri->kneeRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*hips_r_knee");
|
|
ri->footLBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*l_leg_foot");
|
|
ri->footRBolt = trap_G2API_AddBolt(self->ghoul2, 0, "*r_leg_foot");
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Wampa_Precache
|
|
-------------------------
|
|
*/
|
|
void NPC_Wampa_Precache( void )
|
|
{
|
|
/*
|
|
int i;
|
|
for ( i = 1; i < 4; i ++ )
|
|
{
|
|
G_SoundIndex( va("sound/chars/wampa/growl%d.wav", i) );
|
|
}
|
|
for ( i = 1; i < 3; i ++ )
|
|
{
|
|
G_SoundIndex( va("sound/chars/wampa/snort%d.wav", i) );
|
|
}
|
|
*/
|
|
G_SoundIndex( "sound/chars/rancor/swipehit.wav" );
|
|
//G_SoundIndex( "sound/chars/wampa/chomp.wav" );
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
Wampa_Idle
|
|
-------------------------
|
|
*/
|
|
void Wampa_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 Wampa_CheckRoar( gentity_t *self )
|
|
{
|
|
if ( self->wait < level.time )
|
|
{
|
|
self->wait = level.time + Q_irand( 5000, 20000 );
|
|
NPC_SetAnim( self, SETANIM_BOTH, Q_irand(BOTH_GESTURE1,BOTH_GESTURE2), (SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD) );
|
|
TIMER_Set( self, "rageTime", self->client->ps.legsTimer );
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
/*
|
|
-------------------------
|
|
Wampa_Patrol
|
|
-------------------------
|
|
*/
|
|
void Wampa_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 )
|
|
{
|
|
Wampa_Idle();
|
|
return;
|
|
}
|
|
Wampa_CheckRoar( NPC );
|
|
TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Wampa_Move
|
|
-------------------------
|
|
*/
|
|
void Wampa_Move( qboolean visible )
|
|
{
|
|
if ( NPCInfo->localState != LSTATE_WAITING )
|
|
{
|
|
NPCInfo->goalEntity = NPC->enemy;
|
|
|
|
if ( NPC->enemy )
|
|
{//pick correct movement speed and anim
|
|
//run by default
|
|
ucmd.buttons &= ~BUTTON_WALKING;
|
|
if ( !TIMER_Done( NPC, "runfar" )
|
|
|| !TIMER_Done( NPC, "runclose" ) )
|
|
{//keep running with this anim & speed for a bit
|
|
}
|
|
else if ( !TIMER_Done( NPC, "walk" ) )
|
|
{//keep walking for a bit
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
}
|
|
else if ( visible && enemyDist > 384 && NPCInfo->stats.runSpeed == 180 )
|
|
{//fast run, all fours
|
|
NPCInfo->stats.runSpeed = 300;
|
|
TIMER_Set( NPC, "runfar", Q_irand( 2000, 4000 ) );
|
|
}
|
|
else if ( enemyDist > 256 && NPCInfo->stats.runSpeed == 300 )
|
|
{//slow run, upright
|
|
NPCInfo->stats.runSpeed = 180;
|
|
TIMER_Set( NPC, "runclose", Q_irand( 3000, 5000 ) );
|
|
}
|
|
else if ( enemyDist < 128 )
|
|
{//walk
|
|
NPCInfo->stats.runSpeed = 180;
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
TIMER_Set( NPC, "walk", Q_irand( 4000, 6000 ) );
|
|
}
|
|
}
|
|
|
|
if ( NPCInfo->stats.runSpeed == 300 )
|
|
{//need to use the alternate run - hunched over on all fours
|
|
NPC->client->ps.eFlags2 |= EF2_USE_ALT_ANIM;
|
|
}
|
|
NPC_MoveToGoal( qtrue );
|
|
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 int NPC_GetEntsNearBolt( int *radiusEnts, float radius, int boltIndex, vec3_t boltOrg );
|
|
|
|
void Wampa_Slash( int boltIndex, qboolean backhand )
|
|
{
|
|
int radiusEntNums[128];
|
|
int numEnts;
|
|
const float radius = 88;
|
|
const float radiusSquared = (radius*radius);
|
|
int i;
|
|
vec3_t boltOrg;
|
|
int damage = (backhand)?Q_irand(10,15):Q_irand(20,30);
|
|
|
|
numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, boltIndex, boltOrg );
|
|
|
|
for ( i = 0; i < numEnts; i++ )
|
|
{
|
|
gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
|
|
if ( !radiusEnt->inuse )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if ( radiusEnt == NPC )
|
|
{//Skip the wampa ent
|
|
continue;
|
|
}
|
|
|
|
if ( radiusEnt->client == NULL )
|
|
{//must be a client
|
|
continue;
|
|
}
|
|
|
|
if ( DistanceSquared( radiusEnt->r.currentOrigin, boltOrg ) <= radiusSquared )
|
|
{
|
|
//smack
|
|
G_Damage( radiusEnt, NPC, NPC, vec3_origin, radiusEnt->r.currentOrigin, damage, ((backhand)?DAMAGE_NO_ARMOR:(DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK)), MOD_MELEE );
|
|
if ( backhand )
|
|
{
|
|
//actually push the enemy
|
|
vec3_t pushDir;
|
|
vec3_t angs;
|
|
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_WAMPA
|
|
&& radiusEnt->client->NPC_class != CLASS_RANCOR
|
|
&& radiusEnt->client->NPC_class != CLASS_ATST )
|
|
{
|
|
G_Throw( radiusEnt, pushDir, 65 );
|
|
if ( BG_KnockDownable(&radiusEnt->client->ps) &&
|
|
radiusEnt->health > 0 && Q_irand( 0, 1 ) )
|
|
{//do pain on enemy
|
|
radiusEnt->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
|
|
radiusEnt->client->ps.forceDodgeAnim = 0;
|
|
radiusEnt->client->ps.forceHandExtendTime = level.time + 1100;
|
|
radiusEnt->client->ps.quickerGetup = qfalse;
|
|
}
|
|
}
|
|
}
|
|
else 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 );
|
|
}
|
|
G_Dismember( radiusEnt, NPC, radiusEnt->r.currentOrigin, hitLoc, 90, 0, radiusEnt->client->ps.torsoAnim, qtrue);
|
|
}
|
|
}
|
|
else if ( !Q_irand( 0, 3 ) && radiusEnt->health > 0 )
|
|
{//one out of every 4 normal hits does a knockdown, too
|
|
vec3_t pushDir;
|
|
vec3_t angs;
|
|
VectorCopy( NPC->client->ps.viewangles, angs );
|
|
angs[YAW] += flrand( 25, 50 );
|
|
angs[PITCH] = flrand( -25, -15 );
|
|
AngleVectors( angs, pushDir, NULL, NULL );
|
|
G_Knockdown( radiusEnt );
|
|
}
|
|
G_Sound( radiusEnt, CHAN_WEAPON, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------
|
|
void Wampa_Attack( float distance, qboolean doCharge )
|
|
{
|
|
if ( !TIMER_Exists( NPC, "attacking" ) )
|
|
{
|
|
if ( Q_irand(0, 2) && !doCharge )
|
|
{//double slash
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "attack_dmg", 750 );
|
|
}
|
|
else if ( doCharge || (distance > 270 && distance < 430 && !Q_irand(0, 1)) )
|
|
{//leap
|
|
vec3_t fwd, yawAng;
|
|
VectorSet( yawAng, 0, NPC->client->ps.viewangles[YAW], 0 );
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "attack_dmg", 500 );
|
|
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;
|
|
}
|
|
else
|
|
{//backhand
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "attack_dmg", 250 );
|
|
}
|
|
|
|
TIMER_Set( NPC, "attacking", NPC->client->ps.legsTimer + random() * 200 );
|
|
//allow us to re-evaluate our running speed/anim
|
|
TIMER_Set( NPC, "runfar", -1 );
|
|
TIMER_Set( NPC, "runclose", -1 );
|
|
TIMER_Set( NPC, "walk", -1 );
|
|
}
|
|
|
|
// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
|
|
|
|
if ( TIMER_Done2( NPC, "attack_dmg", qtrue ) )
|
|
{
|
|
switch ( NPC->client->ps.legsAnim )
|
|
{
|
|
case BOTH_ATTACK1:
|
|
Wampa_Slash( NPC->client->renderInfo.handRBolt, qfalse );
|
|
//do second hit
|
|
TIMER_Set( NPC, "attack_dmg2", 100 );
|
|
break;
|
|
case BOTH_ATTACK2:
|
|
Wampa_Slash( NPC->client->renderInfo.handRBolt, qfalse );
|
|
TIMER_Set( NPC, "attack_dmg2", 100 );
|
|
break;
|
|
case BOTH_ATTACK3:
|
|
Wampa_Slash( NPC->client->renderInfo.handLBolt, qtrue );
|
|
break;
|
|
}
|
|
}
|
|
else if ( TIMER_Done2( NPC, "attack_dmg2", qtrue ) )
|
|
{
|
|
switch ( NPC->client->ps.legsAnim )
|
|
{
|
|
case BOTH_ATTACK1:
|
|
Wampa_Slash( NPC->client->renderInfo.handLBolt, qfalse );
|
|
break;
|
|
case BOTH_ATTACK2:
|
|
Wampa_Slash( NPC->client->renderInfo.handLBolt, qfalse );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Just using this to remove the attacking flag at the right time
|
|
TIMER_Done2( NPC, "attacking", qtrue );
|
|
|
|
if ( NPC->client->ps.legsAnim == BOTH_ATTACK1 && distance > (NPC->r.maxs[0]+MIN_DISTANCE) )
|
|
{//okay to keep moving
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
Wampa_Move( 1 );
|
|
}
|
|
}
|
|
|
|
//----------------------------------
|
|
void Wampa_Combat( void )
|
|
{
|
|
// If we cannot see our target or we have somewhere to go, then do that
|
|
if ( !NPC_ClearLOS( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ) )
|
|
{
|
|
if ( !Q_irand( 0, 10 ) )
|
|
{
|
|
if ( Wampa_CheckRoar( NPC ) )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
NPCInfo->combatMove = qtrue;
|
|
NPCInfo->goalEntity = NPC->enemy;
|
|
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
|
|
|
|
Wampa_Move( 0 );
|
|
return;
|
|
}
|
|
else if ( UpdateGoal() )
|
|
{
|
|
NPCInfo->combatMove = qtrue;
|
|
NPCInfo->goalEntity = NPC->enemy;
|
|
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
|
|
|
|
Wampa_Move( 1 );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
float distance = enemyDist = Distance( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
|
|
qboolean advance = (qboolean)( distance > (NPC->r.maxs[0]+MIN_DISTANCE) ? qtrue : qfalse );
|
|
qboolean doCharge = qfalse;
|
|
|
|
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
|
|
//FIXME: always seems to face off to the left or right?!!!!
|
|
NPC_FaceEnemy( qtrue );
|
|
|
|
|
|
if ( advance )
|
|
{//have to get closer
|
|
vec3_t yawOnlyAngles;
|
|
VectorSet( yawOnlyAngles, 0, NPC->r.currentAngles[YAW], 0 );
|
|
if ( NPC->enemy->health > 0//enemy still alive
|
|
&& fabs(distance-350) <= 80 //enemy anywhere from 270 to 430 away
|
|
&& InFOV3( NPC->enemy->r.currentOrigin, NPC->r.currentOrigin, yawOnlyAngles, 20, 20 ) )//enemy generally in front
|
|
{//10% chance of doing charge anim
|
|
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
|
|
{
|
|
Wampa_Move( 1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !Q_irand( 0, 20 ) )
|
|
{//FIXME: only do this if we just damaged them or vice-versa?
|
|
if ( Wampa_CheckRoar( NPC ) )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
if ( !Q_irand( 0, 1 ) )
|
|
{//FIXME: base on skill
|
|
Wampa_Attack( distance, doCharge );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Wampa_Pain
|
|
-------------------------
|
|
*/
|
|
//void NPC_Wampa_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
|
|
void NPC_Wampa_Pain( gentity_t *self, gentity_t *attacker, int damage )
|
|
{
|
|
qboolean hitByWampa = qfalse;
|
|
if ( attacker&&attacker->client&&attacker->client->NPC_class==CLASS_WAMPA )
|
|
{
|
|
hitByWampa = qtrue;
|
|
}
|
|
if ( attacker
|
|
&& attacker->inuse
|
|
&& attacker != self->enemy
|
|
&& !(attacker->flags&FL_NOTARGET) )
|
|
{
|
|
if ( (!attacker->s.number&&!Q_irand(0,3))
|
|
|| !self->enemy
|
|
|| self->enemy->health == 0
|
|
|| (self->enemy->client&&self->enemy->client->NPC_class == CLASS_WAMPA)
|
|
|| (!Q_irand(0, 4 ) && 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 ( hitByWampa )
|
|
{//stay mad at this Wampa for 2-5 secs before looking for attacker enemies
|
|
TIMER_Set( self, "wampaInfight", Q_irand( 2000, 5000 ) );
|
|
}
|
|
}
|
|
}
|
|
if ( (hitByWampa|| Q_irand( 0, 100 ) < damage )//hit by wampa, hit while holding live victim, or took a lot of damage
|
|
&& self->client->ps.legsAnim != BOTH_GESTURE1
|
|
&& self->client->ps.legsAnim != BOTH_GESTURE2
|
|
&& TIMER_Done( self, "takingPain" ) )
|
|
{
|
|
if ( !Wampa_CheckRoar( self ) )
|
|
{
|
|
if ( self->client->ps.legsAnim != BOTH_ATTACK1
|
|
&& self->client->ps.legsAnim != BOTH_ATTACK2
|
|
&& self->client->ps.legsAnim != BOTH_ATTACK3 )
|
|
{//cant interrupt one of the big attack anims
|
|
if ( self->health > 100 || hitByWampa )
|
|
{
|
|
TIMER_Remove( self, "attacking" );
|
|
|
|
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
|
|
|
|
if ( !Q_irand( 0, 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) );
|
|
//allow us to re-evaluate our running speed/anim
|
|
TIMER_Set( self, "runfar", -1 );
|
|
TIMER_Set( self, "runclose", -1 );
|
|
TIMER_Set( self, "walk", -1 );
|
|
|
|
if ( self->NPC )
|
|
{
|
|
self->NPC->localState = LSTATE_WAITING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSWampa_Default
|
|
-------------------------
|
|
*/
|
|
void NPC_BSWampa_Default( void )
|
|
{
|
|
NPC->client->ps.eFlags2 &= ~EF2_USE_ALT_ANIM;
|
|
//NORMAL ANIMS
|
|
// stand1 = normal stand
|
|
// walk1 = normal, non-angry walk
|
|
// walk2 = injured
|
|
// run1 = far away run
|
|
// run2 = close run
|
|
//VICTIM ANIMS
|
|
// grabswipe = melee1 - sweep out and grab
|
|
// stand2 attack = attack4 - while holding victim, swipe at him
|
|
// walk3_drag = walk5 - walk with drag
|
|
// stand2 = hold victim
|
|
// stand2to1 = drop victim
|
|
if ( !TIMER_Done( NPC, "rageTime" ) )
|
|
{//do nothing but roar first time we see an enemy
|
|
NPC_FaceEnemy( qtrue );
|
|
return;
|
|
}
|
|
if ( NPC->enemy )
|
|
{
|
|
if ( !TIMER_Done(NPC,"attacking") )
|
|
{//in middle of attack
|
|
//face enemy
|
|
NPC_FaceEnemy( qtrue );
|
|
//continue attack logic
|
|
enemyDist = Distance( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin );
|
|
Wampa_Attack( enemyDist, qfalse );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( TIMER_Done(NPC,"angrynoise") )
|
|
{
|
|
G_Sound( NPC, CHAN_VOICE, G_SoundIndex( va("sound/chars/wampa/misc/anger%d.wav", Q_irand(1, 2)) ) );
|
|
|
|
TIMER_Set( NPC, "angrynoise", Q_irand( 5000, 10000 ) );
|
|
}
|
|
//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_WAMPA )
|
|
{//got mad at another Wampa, look for a valid enemy
|
|
if ( TIMER_Done( NPC, "wampaInfight" ) )
|
|
{
|
|
NPC_CheckEnemyExt( qtrue );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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;
|
|
Wampa_Patrol();
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
//just lost my enemy
|
|
if ( (NPC->spawnflags&2) )
|
|
{//search around me if I don't have an enemy
|
|
NPC_BSSearchStart( NPC->waypoint, BS_SEARCH );
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
}
|
|
else if ( (NPC->spawnflags&1) )
|
|
{//wander if I don't have an enemy
|
|
NPC_BSSearchStart( NPC->waypoint, BS_WANDER );
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
}
|
|
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 ) );
|
|
}
|
|
}
|
|
}
|
|
Wampa_Combat();
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( TIMER_Done(NPC,"idlenoise") )
|
|
{
|
|
G_Sound( NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/wampa/misc/anger3.wav" ) );
|
|
|
|
TIMER_Set( NPC, "idlenoise", Q_irand( 2000, 4000 ) );
|
|
}
|
|
if ( (NPC->spawnflags&2) )
|
|
{//search around me if I don't have an enemy
|
|
if ( NPCInfo->homeWp == WAYPOINT_NONE )
|
|
{//no homewap, initialize the search behavior
|
|
NPC_BSSearchStart( WAYPOINT_NONE, BS_SEARCH );
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
}
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
NPC_BSSearch();//this automatically looks for enemies
|
|
}
|
|
else if ( (NPC->spawnflags&1) )
|
|
{//wander if I don't have an enemy
|
|
if ( NPCInfo->homeWp == WAYPOINT_NONE )
|
|
{//no homewap, initialize the wander behavior
|
|
NPC_BSSearchStart( WAYPOINT_NONE, BS_WANDER );
|
|
NPCInfo->tempBehavior = BS_DEFAULT;
|
|
}
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
NPC_BSWander();
|
|
if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
|
|
{
|
|
Wampa_Idle();
|
|
}
|
|
else
|
|
{
|
|
Wampa_CheckRoar( NPC );
|
|
TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
Wampa_Patrol();
|
|
}
|
|
else
|
|
{
|
|
Wampa_Idle();
|
|
}
|
|
}
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|