jediacademy/code/game/AI_Howler.cpp
2013-04-04 17:35:38 -05:00

852 lines
25 KiB
C++

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