1125 lines
29 KiB
C
1125 lines
29 KiB
C
//NPC_reactions.cpp
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#include "b_local.h"
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#include "anims.h"
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#include "w_saber.h"
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extern qboolean G_CheckForStrongAttackMomentum( gentity_t *self );
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extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
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extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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extern void cgi_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
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extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
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extern qboolean NPC_CheckLookTarget( gentity_t *self );
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extern void NPC_SetLookTarget( gentity_t *self, int entNum, int clearTime );
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extern qboolean Jedi_WaitingAmbush( gentity_t *self );
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extern void Jedi_Ambush( gentity_t *self );
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extern qboolean NPC_SomeoneLookingAtMe(gentity_t *ent);
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#include "../namespace_begin.h"
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extern qboolean BG_SaberInSpecialAttack( int anim );
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extern qboolean PM_SpinningSaberAnim( int anim );
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extern qboolean PM_SpinningAnim( int anim );
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extern qboolean PM_InKnockDown( playerState_t *ps );
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extern qboolean BG_FlippingAnim( int anim );
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extern qboolean PM_RollingAnim( int anim );
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extern qboolean PM_InCartwheel( int anim );
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extern qboolean BG_CrouchAnim( int anim );
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#include "../namespace_end.h"
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extern int teamLastEnemyTime[];
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extern int killPlayerTimer;
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//float g_crosshairEntDist = Q3_INFINITE;
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//int g_crosshairSameEntTime = 0;
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//int g_crosshairEntNum = ENTITYNUM_NONE;
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//int g_crosshairEntTime = 0;
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/*
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-------------------------
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NPC_CheckAttacker
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-------------------------
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*/
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static void NPC_CheckAttacker( gentity_t *other, int mod )
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{
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//FIXME: I don't see anything in here that would stop teammates from taking a teammate
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// as an enemy. Ideally, there would be code before this to prevent that from
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// happening, but that is presumptuous.
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//valid ent - FIXME: a VALIDENT macro would be nice here
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if ( !other )
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return;
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if ( other == NPC )
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return;
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if ( !other->inuse )
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return;
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//Don't take a target that doesn't want to be
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if ( other->flags & FL_NOTARGET )
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return;
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// if ( NPC->svFlags & SVF_LOCKEDENEMY )
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// {//IF LOCKED, CANNOT CHANGE ENEMY!!!!!
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// return;
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// }
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//rwwFIXMEFIXME: support this
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//If we haven't taken a target, just get mad
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if ( NPC->enemy == NULL )//was using "other", fixed to NPC
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{
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G_SetEnemy( NPC, other );
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return;
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}
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//we have an enemy, see if he's dead
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if ( NPC->enemy->health <= 0 )
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{
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G_ClearEnemy( NPC );
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G_SetEnemy( NPC, other );
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return;
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}
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//Don't take the same enemy again
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if ( other == NPC->enemy )
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return;
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if ( NPC->client->ps.weapon == WP_SABER )
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{//I'm a jedi
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if ( mod == MOD_SABER )
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{//I was hit by a saber FIXME: what if this was a thrown saber?
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//always switch to this enemy if I'm a jedi and hit by another saber
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G_ClearEnemy( NPC );
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G_SetEnemy( NPC, other );
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return;
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}
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}
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//Special case player interactions
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if ( other == &g_entities[0] )
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{
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//Account for the skill level to skew the results
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float luckThreshold;
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switch ( g_spskill.integer )
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{
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//Easiest difficulty, mild chance of picking up the player
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case 0:
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luckThreshold = 0.9f;
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break;
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//Medium difficulty, half-half chance of picking up the player
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case 1:
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luckThreshold = 0.5f;
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break;
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//Hardest difficulty, always turn on attacking player
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case 2:
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default:
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luckThreshold = 0.0f;
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break;
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}
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//Randomly pick up the target
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if ( random() > luckThreshold )
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{
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G_ClearEnemy( other );
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other->enemy = NPC;
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}
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return;
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}
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}
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void NPC_SetPainEvent( gentity_t *self )
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{
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if ( !self->NPC || !(self->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
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{
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// no more borg
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// if( self->client->playerTeam != TEAM_BORG )
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// {
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//if ( !Q3_TaskIDPending( self, TID_CHAN_VOICE ) )
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if (!trap_ICARUS_TaskIDPending(self, TID_CHAN_VOICE) && self->client)
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{
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//G_AddEvent( self, EV_PAIN, floor((float)self->health/self->max_health*100.0f) );
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G_AddEvent( self, EV_PAIN, floor((float)self->health/self->client->ps.stats[STAT_MAX_HEALTH]*100.0f) );
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//rwwFIXMEFIXME: Do this properly?
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}
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// }
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}
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}
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/*
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-------------------------
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NPC_GetPainChance
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-------------------------
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*/
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float NPC_GetPainChance( gentity_t *self, int damage )
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{
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float pain_chance;
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if ( !self->enemy )
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{//surprised, always take pain
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return 1.0f;
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}
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if (!self->client)
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{
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return 1.0f;
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}
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//if ( damage > self->max_health/2.0f )
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if (damage > self->client->ps.stats[STAT_MAX_HEALTH]/2.0f)
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{
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return 1.0f;
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}
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pain_chance = (float)(self->client->ps.stats[STAT_MAX_HEALTH]-self->health)/(self->client->ps.stats[STAT_MAX_HEALTH]*2.0f) + (float)damage/(self->client->ps.stats[STAT_MAX_HEALTH]/2.0f);
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switch ( g_spskill.integer )
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{
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case 0: //easy
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//return 0.75f;
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break;
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case 1://med
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pain_chance *= 0.5f;
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//return 0.35f;
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break;
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case 2://hard
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default:
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pain_chance *= 0.1f;
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//return 0.05f;
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break;
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}
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//Com_Printf( "%s: %4.2f\n", self->NPC_type, pain_chance );
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return pain_chance;
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}
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/*
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-------------------------
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NPC_ChoosePainAnimation
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-------------------------
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*/
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#define MIN_PAIN_TIME 200
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extern int G_PickPainAnim( gentity_t *self, vec3_t point, int damage, int hitLoc );
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void NPC_ChoosePainAnimation( gentity_t *self, gentity_t *other, vec3_t point, int damage, int mod, int hitLoc, int voiceEvent )
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{
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int pain_anim = -1;
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float pain_chance;
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//If we've already taken pain, then don't take it again
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if ( level.time < self->painDebounceTime && /*mod != MOD_ELECTROCUTE &&*/ mod != MOD_MELEE ) //rwwFIXMEFIXME: MOD_ELECTROCUTE
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{//FIXME: if hit while recoving from losing a saber lock, we should still play a pain anim?
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return;
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}
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if ( self->s.weapon == WP_THERMAL && self->client->ps.weaponTime > 0 )
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{//don't interrupt thermal throwing anim
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return;
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}
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else if ( self->client->NPC_class == CLASS_GALAKMECH )
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{
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if ( hitLoc == HL_GENERIC1 )
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{//hit the antenna!
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pain_chance = 1.0f;
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// self->s.powerups |= ( 1 << PW_SHOCKED );
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// self->client->ps.powerups[PW_SHOCKED] = level.time + Q_irand( 500, 2500 );
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//rwwFIXMEFIXME: support for this
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}
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// else if ( self->client->ps.powerups[PW_GALAK_SHIELD] )
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// {//shield up
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// return;
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// }
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//rwwFIXMEFIXME: and this
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else if ( self->health > 200 && damage < 100 )
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{//have a *lot* of health
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pain_chance = 0.05f;
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}
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else
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{//the lower my health and greater the damage, the more likely I am to play a pain anim
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pain_chance = (200.0f-self->health)/100.0f + damage/50.0f;
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}
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}
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else if ( self->client && self->client->playerTeam == NPCTEAM_PLAYER && other && !other->s.number )
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{//ally shot by player always complains
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pain_chance = 1.1f;
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}
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else
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{
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if ( other && other->s.weapon == WP_SABER || /*mod == MOD_ELECTROCUTE ||*/ mod == MOD_CRUSH/*FIXME:MOD_FORCE_GRIP*/ )
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{
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pain_chance = 1.0f;//always take pain from saber
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}
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else if ( mod == MOD_MELEE )
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{//higher in rank (skill) we are, less likely we are to be fazed by a punch
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pain_chance = 1.0f - ((RANK_CAPTAIN-self->NPC->rank)/(float)RANK_CAPTAIN);
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}
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else if ( self->client->NPC_class == CLASS_PROTOCOL )
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{
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pain_chance = 1.0f;
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}
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else
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{
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pain_chance = NPC_GetPainChance( self, damage );
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}
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if ( self->client->NPC_class == CLASS_DESANN )
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{
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pain_chance *= 0.5f;
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}
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}
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//See if we're going to flinch
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if ( random() < pain_chance )
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{
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int animLength;
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//Pick and play our animation
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if ( self->client->ps.fd.forceGripBeingGripped < level.time )
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{//not being force-gripped or force-drained
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if ( /*G_CheckForStrongAttackMomentum( self ) //rwwFIXMEFIXME: Is this needed?
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||*/ PM_SpinningAnim( self->client->ps.legsAnim )
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|| BG_SaberInSpecialAttack( self->client->ps.torsoAnim )
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|| PM_InKnockDown( &self->client->ps )
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|| PM_RollingAnim( self->client->ps.legsAnim )
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|| (BG_FlippingAnim( self->client->ps.legsAnim )&&!PM_InCartwheel( self->client->ps.legsAnim )) )
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{//strong attacks, rolls, knockdowns, flips and spins cannot be interrupted by pain
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}
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else
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{//play an anim
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int parts;
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if ( self->client->NPC_class == CLASS_GALAKMECH )
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{//only has 1 for now
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//FIXME: never plays this, it seems...
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pain_anim = BOTH_PAIN1;
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}
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else if ( mod == MOD_MELEE )
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{
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pain_anim = BG_PickAnim( self->localAnimIndex, BOTH_PAIN2, BOTH_PAIN3 );
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}
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else if ( self->s.weapon == WP_SABER )
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{//temp HACK: these are the only 2 pain anims that look good when holding a saber
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pain_anim = BG_PickAnim( self->localAnimIndex, BOTH_PAIN2, BOTH_PAIN3 );
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}
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/*
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else if ( mod != MOD_ELECTROCUTE )
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{
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pain_anim = G_PickPainAnim( self, point, damage, hitLoc );
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}
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*/
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if ( pain_anim == -1 )
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{
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pain_anim = BG_PickAnim( self->localAnimIndex, BOTH_PAIN1, BOTH_PAIN18 );
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}
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self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1;//next attack must be a quick attack
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self->client->ps.saberMove = LS_READY;//don't finish whatever saber move you may have been in
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parts = SETANIM_BOTH;
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if ( BG_CrouchAnim( self->client->ps.legsAnim ) || PM_InCartwheel( self->client->ps.legsAnim ) )
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{
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parts = SETANIM_LEGS;
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}
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if (pain_anim != -1)
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{
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NPC_SetAnim( self, parts, pain_anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
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}
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}
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if ( voiceEvent != -1 )
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{
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G_AddVoiceEvent( self, voiceEvent, Q_irand( 2000, 4000 ) );
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}
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else
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{
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NPC_SetPainEvent( self );
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}
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}
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else
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{
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G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 );
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}
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//Setup the timing for it
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/*
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if ( mod == MOD_ELECTROCUTE )
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{
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self->painDebounceTime = level.time + 4000;
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}
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*/
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animLength = bgAllAnims[self->localAnimIndex].anims[pain_anim].numFrames * fabs((float)(bgHumanoidAnimations[pain_anim].frameLerp));
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self->painDebounceTime = level.time + animLength;
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self->client->ps.weaponTime = 0;
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}
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}
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/*
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===============
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NPC_Pain
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===============
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*/
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void NPC_Pain(gentity_t *self, gentity_t *attacker, int damage)
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{
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team_t otherTeam = TEAM_FREE;
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int voiceEvent = -1;
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gentity_t *other = attacker;
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int mod = gPainMOD;
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int hitLoc = gPainHitLoc;
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vec3_t point;
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VectorCopy(gPainPoint, point);
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if ( self->NPC == NULL )
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return;
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if ( other == NULL )
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return;
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//or just remove ->pain in player_die?
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if ( self->client->ps.pm_type == PM_DEAD )
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return;
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if ( other == self )
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return;
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//MCG: Ignore damage from your own team for now
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if ( other->client )
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{
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otherTeam = other->client->playerTeam;
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// if ( otherTeam == TEAM_DISGUISE )
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// {
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// otherTeam = TEAM_PLAYER;
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// }
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}
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if ( self->client->playerTeam
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&& other->client
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&& otherTeam == self->client->playerTeam
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/* && (!player->client->ps.viewEntity || other->s.number != player->client->ps.viewEntity)*/)
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//rwwFIXMEFIXME: Will need modification when player controllable npcs are done
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{//hit by a teammate
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if ( other != self->enemy && self != other->enemy )
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{//we weren't already enemies
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if ( self->enemy || other->enemy
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//|| (other->s.number&&other->s.number!=player->client->ps.viewEntity)
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//rwwFIXMEFIXME: same
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/*|| (!other->s.number&&Q_irand( 0, 3 ))*/ )
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{//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?)
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//FIXME: player should have to do a certain amount of damage to ally or hit them several times to make them mad
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//Still run pain and flee scripts
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if ( self->client && self->NPC )
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{//Run any pain instructions
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if ( self->health <= (self->client->ps.stats[STAT_MAX_HEALTH]/3) && G_ActivateBehavior(self, BSET_FLEE) )
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{
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}
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else// if( VALIDSTRING( self->behaviorSet[BSET_PAIN] ) )
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{
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G_ActivateBehavior(self, BSET_PAIN);
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}
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}
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if ( damage != -1 )
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{//-1 == don't play pain anim
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//Set our proper pain animation
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if ( Q_irand( 0, 1 ) )
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{
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NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, EV_FFWARN );
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}
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else
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{
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NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, -1 );
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}
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}
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return;
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}
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else if ( self->NPC && !other->s.number )//should be assumed, but...
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{//dammit, stop that!
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if ( self->NPC->charmedTime )
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{//mindtricked
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return;
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}
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else if ( self->NPC->ffireCount < 3+((2-g_spskill.integer)*2) )
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{//not mad enough yet
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//Com_Printf( "chck: %d < %d\n", self->NPC->ffireCount, 3+((2-g_spskill.integer)*2) );
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if ( damage != -1 )
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{//-1 == don't play pain anim
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//Set our proper pain animation
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if ( Q_irand( 0, 1 ) )
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{
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NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, EV_FFWARN );
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}
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else
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{
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NPC_ChoosePainAnimation( self, other, point, damage, mod, hitLoc, -1 );
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}
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}
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return;
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}
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else if ( G_ActivateBehavior( self, BSET_FFIRE ) )
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{//we have a specific script to run, so do that instead
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return;
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}
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else
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{//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)
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self->NPC->blockedSpeechDebounceTime = 0;
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voiceEvent = EV_FFTURN;
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self->NPC->behaviorState = self->NPC->tempBehavior = self->NPC->defaultBehavior = BS_DEFAULT;
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other->flags &= ~FL_NOTARGET;
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//self->svFlags &= ~(SVF_IGNORE_ENEMIES|SVF_ICARUS_FREEZE|SVF_NO_COMBAT_SOUNDS);
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self->r.svFlags &= ~SVF_ICARUS_FREEZE;
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G_SetEnemy( self, other );
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//self->svFlags |= SVF_LOCKEDENEMY; //rwwFIXMEFIXME: proper support for these flags.
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self->NPC->scriptFlags &= ~(SCF_DONT_FIRE|SCF_CROUCHED|SCF_WALKING|SCF_NO_COMBAT_TALK|SCF_FORCED_MARCH);
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self->NPC->scriptFlags |= (SCF_CHASE_ENEMIES|SCF_NO_MIND_TRICK);
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//NOTE: we also stop ICARUS altogether
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//stop_icarus = qtrue;
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//rwwFIXMEFIXME: stop icarus?
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if ( !killPlayerTimer )
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{
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killPlayerTimer = level.time + 10000;
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}
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}
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}
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}
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}
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SaveNPCGlobals();
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SetNPCGlobals( self );
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//Do extra bits
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|
if ( NPCInfo->ignorePain == qfalse )
|
|
{
|
|
NPCInfo->confusionTime = 0;//clear any charm or confusion, regardless
|
|
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
|
|
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->client->ps.stats[STAT_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);
|
|
}
|
|
|
|
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 )
|
|
if (other && other->client && other->s.number < MAX_CLIENTS)
|
|
{//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";
|
|
}
|
|
}
|
|
*/
|
|
//rwwFIXMEFIXME: support for goodie/security keys?
|
|
/*
|
|
if ( keyTaken )
|
|
{//remove my key
|
|
NPC_SetSurfaceOnOff( self, "l_arm_key", 0x00000002 );
|
|
self->message = NULL;
|
|
//FIXME: temp pickup sound
|
|
G_Sound( player, G_SoundIndex( "sound/weapons/key_pkup.wav" ) );
|
|
//FIXME: need some event to pass to cgame for sound/graphic/message?
|
|
}
|
|
//FIXME: temp message
|
|
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) )
|
|
if (0) //rwwFIXMEFIXME: Can probably just check if num < MAX_CLIENTS for non-npc enemy stuff
|
|
{
|
|
NPCInfo->touchedByPlayer = other;
|
|
}
|
|
}
|
|
|
|
if ( other == NPCInfo->goalEntity )
|
|
{
|
|
NPCInfo->aiFlags |= NPCAI_TOUCHED_GOAL;
|
|
}
|
|
}
|
|
|
|
RestoreNPCGlobals();
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_TempLookTarget
|
|
-------------------------
|
|
*/
|
|
|
|
void NPC_TempLookTarget( gentity_t *self, int lookEntNum, int minLookTime, int maxLookTime )
|
|
{
|
|
if ( !self->client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( (self->client->ps.eFlags2&EF2_HELD_BY_MONSTER) )
|
|
{//lookTarget is set by and to the monster that's holding you, no other operations can change that
|
|
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:
|
|
if ( !self->enemy )
|
|
{
|
|
/*
|
|
if ( !(self->svFlags&SVF_IGNORE_ENEMIES)
|
|
&& (self->NPC->scriptFlags&SCF_LOOK_FOR_ENEMIES)
|
|
&& self->client->enemyTeam == TEAM_ENEMY )
|
|
*/
|
|
if (0) //rwwFIXMEFIXME: support flags!
|
|
{
|
|
event = Q_irand( EV_ANGER1, EV_ANGER3 );
|
|
}
|
|
else
|
|
{
|
|
event = Q_irand( EV_TAUNT1, EV_TAUNT2 );
|
|
}
|
|
}
|
|
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, CHAN_AUTO, G_SoundIndex(va("sound/chars/r2d2/misc/r2d2talk0%d.wav",Q_irand(1, 3))));
|
|
break;
|
|
case CLASS_R5D2: // droid
|
|
G_Sound(self, CHAN_AUTO, G_SoundIndex(va("sound/chars/r5d2/misc/r5talk%d.wav",Q_irand(1, 4))));
|
|
break;
|
|
case CLASS_MOUSE: // droid
|
|
G_Sound(self, CHAN_AUTO, G_SoundIndex(va("sound/chars/mouse/misc/mousego%d.wav",Q_irand(1, 3))));
|
|
break;
|
|
case CLASS_GONK: // droid
|
|
G_Sound(self, CHAN_AUTO, G_SoundIndex(va("sound/chars/gonk/misc/gonktalk%d.wav",Q_irand(1, 2))));
|
|
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 != NPCTEAM_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;
|
|
}
|
|
}
|
|
*/
|
|
//rwwFIXMEFIXME: Support for this?
|
|
|
|
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 )
|
|
{
|
|
//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->s.owner == self->s.number )
|
|
{
|
|
pVeh->m_pVehicleInfo->Eject( pVeh, (bgEntity_t *)other, qfalse );
|
|
}
|
|
// Otherwise board this vehicle.
|
|
else
|
|
{
|
|
pVeh->m_pVehicleInfo->Board( pVeh, (bgEntity_t *)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 );
|
|
//rwwFIXMEFIXME: support for this?
|
|
}
|
|
// Not using MEDICs anymore
|
|
/*
|
|
if ( self->NPC->behaviorState == BS_MEDIC_HIDE && activator->client )
|
|
{//Heal me NOW, dammit!
|
|
if ( activator->health < activator->client->ps.stats[STAT_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
|
|
&& activator->s.number == 0
|
|
&& /*!gi.VoiceVolume[self->s.number] &&*/ !(self->NPC->scriptFlags&SCF_NO_RESPONSE) )
|
|
//rwwFIXMEFIXME: voice volume support?
|
|
{//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 );
|
|
}
|
|
}
|
|
*/
|
|
}
|