jediacademy/code/game/AI_Wampa.cpp

905 lines
28 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 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;
extern qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t &trace, int clipmask );
extern int PM_AnimLength( int index, animNumber_t anim );
extern cvar_t *g_dismemberment;
/*
-------------------------
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.legsAnimTimer );
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 );
}
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;
trace_t trace;
if ( !NAV_CheckAhead( NPC, NPCInfo->goalEntity->currentOrigin, trace, (NPC->clipmask|CONTENTS_BOTCLIP) ) )
{
if ( !NPC_MoveToGoal( qfalse ) )
{
STEER::Activate(NPC);
STEER::Seek(NPC, NPCInfo->goalEntity->currentOrigin);
STEER::AvoidCollisions(NPC);
STEER::DeActivate(NPC, &ucmd);
}
}
NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE; // just get us within combat range
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 > 350 && NPCInfo->stats.runSpeed == 200 )//180 )
{//fast run, all fours
//BOTH_RUN1
NPCInfo->stats.runSpeed = 300;
TIMER_Set( NPC, "runfar", Q_irand( 4000, 8000 ) );
if ( NPC->client->ps.legsAnim == BOTH_RUN2 )
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN2TORUN1, SETANIM_FLAG_HOLD );
}
}
else if ( enemyDist > 200 && NPCInfo->stats.runSpeed == 300 )
{//slow run, upright
//BOTH_RUN2
NPCInfo->stats.runSpeed = 200;//180;
TIMER_Set( NPC, "runclose", Q_irand( 5000, 10000 ) );
if ( NPC->client->ps.legsAnim == BOTH_RUN1 )
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1TORUN2, SETANIM_FLAG_HOLD );
}
}
else if ( enemyDist < 100 )
{//walk
NPCInfo->stats.runSpeed = 200;//180;
ucmd.buttons |= BUTTON_WALKING;
TIMER_Set( NPC, "walk", Q_irand( 6000, 12000 ) );
}
}
}
}
//---------------------------------------------------------
extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force = qfalse );
extern int NPC_GetEntsNearBolt( gentity_t **radiusEnts, float radius, int boltIndex, vec3_t boltOrg );
void Wampa_Slash( int boltIndex, qboolean backhand )
{
gentity_t *radiusEnts[ 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( radiusEnts, radius, boltIndex, boltOrg );
for ( i = 0; i < numEnts; i++ )
{
if ( !radiusEnts[i]->inuse )
{
continue;
}
if ( radiusEnts[i] == NPC )
{//Skip the wampa ent
continue;
}
if ( radiusEnts[i]->client == NULL )
{//must be a client
continue;
}
if ( DistanceSquared( radiusEnts[i]->currentOrigin, boltOrg ) <= radiusSquared )
{
//smack
G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, radiusEnts[i]->currentOrigin, damage, ((backhand)?0: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] += Q_flrand( 25, 50 );
angs[PITCH] = Q_flrand( -25, -15 );
AngleVectors( angs, pushDir, NULL, NULL );
if ( radiusEnts[i]->client->NPC_class != CLASS_WAMPA
&& radiusEnts[i]->client->NPC_class != CLASS_RANCOR
&& radiusEnts[i]->client->NPC_class != CLASS_ATST
&& !(radiusEnts[i]->flags&FL_NO_KNOCKBACK) )
{
G_Throw( radiusEnts[i], pushDir, 65 );
if ( radiusEnts[i]->health > 0 && Q_irand( 0, 1 ) )
{//do pain on enemy
G_Knockdown( radiusEnts[i], NPC, pushDir, 300, qtrue );
}
}
}
else if ( radiusEnts[i]->health <= 0 && radiusEnts[i]->client )
{//killed them, chance of dismembering
if ( !Q_irand( 0, 1 ) )
{//bite something off
int hitLoc = HL_WAIST;
if ( g_dismemberment->integer < 4 )
{
hitLoc = Q_irand( HL_BACK_RT, HL_HAND_LT );
}
else
{
hitLoc = Q_irand( HL_WAIST, HL_HEAD );
}
if ( hitLoc == HL_HEAD )
{
NPC_SetAnim( radiusEnts[i], SETANIM_BOTH, BOTH_DEATH17, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
else if ( hitLoc == HL_WAIST )
{
NPC_SetAnim( radiusEnts[i], SETANIM_BOTH, BOTH_DEATHBACKWARD2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
radiusEnts[i]->client->dismembered = false;
//FIXME: the limb should just disappear, cuz I ate it
G_DoDismemberment( radiusEnts[i], radiusEnts[i]->currentOrigin, MOD_SABER, 1000, hitLoc, qtrue );
}
}
else if ( !Q_irand( 0, 3 ) && radiusEnts[i]->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] += Q_flrand( 25, 50 );
angs[PITCH] = Q_flrand( -25, -15 );
AngleVectors( angs, pushDir, NULL, NULL );
G_Knockdown( radiusEnts[i], NPC, pushDir, 35, qtrue );
}
G_Sound( radiusEnts[i], G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
}
}
}
//------------------------------
void Wampa_Attack( float distance, qboolean doCharge )
{
if ( !TIMER_Exists( NPC, "attacking" ) )
{
if ( !Q_irand(0, 3) && !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
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack_dmg", 500 );
vec3_t fwd, yawAng ={0, NPC->client->ps.viewangles[YAW], 0};
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 if ( distance < 100 )//&& !Q_irand( 0, 4 ) )
{//grab
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_START, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
NPC->client->ps.legsAnimTimer += 200;
TIMER_Set( NPC, "attack_dmg", 250 );
}
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.legsAnimTimer + 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->handRBolt, qfalse );
//do second hit
TIMER_Set( NPC, "attack_dmg2", 100 );
break;
case BOTH_ATTACK2:
Wampa_Slash( NPC->handRBolt, qfalse );
TIMER_Set( NPC, "attack_dmg2", 100 );
break;
case BOTH_ATTACK3:
Wampa_Slash( NPC->handLBolt, qtrue );
break;
}
}
else if ( TIMER_Done2( NPC, "attack_dmg2", qtrue ) )
{
switch ( NPC->client->ps.legsAnim )
{
case BOTH_ATTACK1:
Wampa_Slash( NPC->handLBolt, qfalse );
break;
case BOTH_ATTACK2:
Wampa_Slash( NPC->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->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->enemy ) )
{
if ( !Q_irand( 0, 10 ) )
{
if ( Wampa_CheckRoar( NPC ) )
{
return;
}
}
NPCInfo->combatMove = qtrue;
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE; // just get us within combat range
Wampa_Move( 0 );
return;
}
/*
else if ( UpdateGoal() )
{
NPCInfo->combatMove = qtrue;
NPCInfo->goalEntity = NPC->enemy;
NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE; // just get us within combat range
Wampa_Move( 1 );
return;
}*/
// 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 );
float distance = enemyDist = Distance( NPC->currentOrigin, NPC->enemy->currentOrigin );
qboolean advance = (qboolean)( distance > (NPC->maxs[0]+MIN_DISTANCE) ? qtrue : qfalse );
qboolean doCharge = qfalse;
if ( advance )
{//have to get closer
vec3_t yawOnlyAngles = {0, NPC->currentAngles[YAW], 0};
if ( NPC->enemy->health > 0//enemy still alive
&& fabs(distance-350) <= 80 //enemy anywhere from 270 to 430 away
&& InFOV( NPC->enemy->currentOrigin, NPC->currentOrigin, yawOnlyAngles, 20, 20 ) )//enemy generally in front
{//10% chance of doing charge anim
if ( !Q_irand( 0, 6 ) )
{//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, 15 ) )
{//FIXME: only do this if we just damaged them or vice-versa?
if ( Wampa_CheckRoar( NPC ) )
{
return;
}
}
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 )
{
qboolean hitByWampa = qfalse;
if ( self->count )
{//FIXME: need pain anim
NPC_SetAnim( self, SETANIM_BOTH, BOTH_STAND2TO1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( self, "takingPain", self->client->ps.legsAnimTimer );
TIMER_Set(self,"attacking",-level.time);
return;
}
if ( other&&other->client&&other->client->NPC_class==CLASS_WAMPA )
{
hitByWampa = qtrue;
}
if ( other
&& other->inuse
&& other != self->enemy
&& !(other->flags&FL_NOTARGET) )
{
if ( (!other->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( other->currentOrigin, self->currentOrigin ) < DistanceSquared( self->enemy->currentOrigin, self->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
self->lastEnemy = other;
G_SetEnemy( self, other );
if ( self->enemy != self->lastEnemy )
{//clear this so that we only sniff the player the first time we pick them up
self->useDebounceTime = 0;
}
TIMER_Set( self, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
if ( hitByWampa )
{//stay mad at this Wampa for 2-5 secs before looking for other 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.legsAnimTimer+Q_irand(0, 500*(2-g_spskill->integer)) );
TIMER_Set(self,"attacking",-level.time);
//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;
}
}
}
}
}
}
void Wampa_DropVictim( gentity_t *self )
{
//FIXME: if Wampa dies, it should drop its victim.
//FIXME: if Wampa is removed, it must remove its victim.
//FIXME: if in BOTH_HOLD_DROP, throw them a little, too?
if ( self->health > 0 )
{
NPC_SetAnim( self, SETANIM_BOTH, BOTH_STAND2TO1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
TIMER_Set(self,"attacking",-level.time);
if ( self->activator )
{
if ( self->activator->client )
{
self->activator->client->ps.eFlags &= ~EF_HELD_BY_WAMPA;
}
self->activator->activator = NULL;
NPC_SetAnim( self->activator, SETANIM_BOTH, BOTH_RELEASED, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->activator->client->ps.legsAnimTimer += 500;
self->activator->client->ps.weaponTime = self->activator->client->ps.torsoAnimTimer = self->activator->client->ps.legsAnimTimer;
if ( self->activator->health > 0 )
{
if ( self->activator->NPC )
{//start thinking again
self->activator->NPC->nextBStateThink = level.time;
}
if ( self->activator->client && self->activator->s.number < MAX_CLIENTS )
{
vec3_t vicAngles = {30,AngleNormalize180(self->client->ps.viewangles[YAW]+180),0};
SetClientViewAngle( self->activator, vicAngles );
}
}
else
{
if ( self->enemy == self->activator )
{
self->enemy = NULL;
}
self->activator->clipmask &= ~CONTENTS_BODY;
}
self->activator = NULL;
}
self->count = 0;//drop him
}
qboolean Wampa_CheckDropVictim( gentity_t *self, qboolean excludeMe )
{
if ( !self
|| !self->activator )
{
return qtrue;
}
vec3_t mins={self->activator->mins[0]-1,self->activator->mins[1]-1,0};
vec3_t maxs={self->activator->maxs[0]+1,self->activator->maxs[1]+1,1};
vec3_t start={self->activator->currentOrigin[0],self->activator->currentOrigin[1],self->activator->absmin[2]};
vec3_t end={self->activator->currentOrigin[0],self->activator->currentOrigin[1],self->activator->absmax[2]-1};
trace_t trace;
if ( excludeMe )
{
gi.unlinkentity( self );
}
gi.trace( &trace, start, mins, maxs, end, self->activator->s.number, self->activator->clipmask );
if ( excludeMe )
{
gi.linkentity( self );
}
if ( !trace.allsolid && !trace.startsolid && trace.fraction >= 1.0f )
{
Wampa_DropVictim( self );
return qtrue;
}
if ( excludeMe )
{//victim stuck in wall
if ( self->NPC )
{//turn
self->NPC->desiredYaw += Q_irand( -30, 30 );
self->NPC->lockedDesiredYaw = self->NPC->desiredYaw;
}
}
return qfalse;
}
extern float NPC_EnemyRangeFromBolt( int boltIndex );
qboolean Wampa_TryGrab( void )
{
const float radius = 64.0f;
if ( !NPC->enemy
|| !NPC->enemy->client
|| NPC->enemy->health <= 0 )
{
return qfalse;
}
float enemyDist = NPC_EnemyRangeFromBolt( NPC->handRBolt );
if ( enemyDist <= radius
&& !NPC->count //don't have one in hand already
&& NPC->enemy->client->NPC_class != CLASS_RANCOR
&& NPC->enemy->client->NPC_class != CLASS_GALAKMECH
&& NPC->enemy->client->NPC_class != CLASS_ATST
&& NPC->enemy->client->NPC_class != CLASS_GONK
&& NPC->enemy->client->NPC_class != CLASS_R2D2
&& NPC->enemy->client->NPC_class != CLASS_R5D2
&& NPC->enemy->client->NPC_class != CLASS_MARK1
&& NPC->enemy->client->NPC_class != CLASS_MARK2
&& NPC->enemy->client->NPC_class != CLASS_MOUSE
&& NPC->enemy->client->NPC_class != CLASS_PROBE
&& NPC->enemy->client->NPC_class != CLASS_SEEKER
&& NPC->enemy->client->NPC_class != CLASS_REMOTE
&& NPC->enemy->client->NPC_class != CLASS_SENTRY
&& NPC->enemy->client->NPC_class != CLASS_INTERROGATOR
&& NPC->enemy->client->NPC_class != CLASS_VEHICLE )
{//grab
NPC->enemy = NPC->enemy;//make him my new best friend
NPC->enemy->client->ps.eFlags |= EF_HELD_BY_WAMPA;
//FIXME: this makes it so that the victim can't hit us with shots! Just use activator or something
NPC->enemy->activator = NPC; // kind of dumb, but when we are locked to the Rancor, we are owned by it.
NPC->activator = NPC->enemy;//remember him
NPC->count = 1;//in my hand
//wait to attack
TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer + Q_irand(500, 2500) );
NPC_SetAnim( NPC->enemy, SETANIM_BOTH, BOTH_GRABBED, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "takingPain", -level.time );
return qtrue;
}
else if ( enemyDist < radius*2.0f )
{//smack
G_Sound( NPC->enemy, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
//actually push the enemy
vec3_t pushDir;
vec3_t angs;
VectorCopy( NPC->client->ps.viewangles, angs );
angs[YAW] += Q_flrand( 25, 50 );
angs[PITCH] = Q_flrand( -25, -15 );
AngleVectors( angs, pushDir, NULL, NULL );
if ( NPC->enemy->client->NPC_class != CLASS_RANCOR
&& NPC->enemy->client->NPC_class != CLASS_ATST
&& !(NPC->enemy->flags&FL_NO_KNOCKBACK) )
{
G_Throw( NPC->enemy, pushDir, Q_irand( 30, 70 ) );
if ( NPC->enemy->health > 0 )
{//do pain on enemy
G_Knockdown( NPC->enemy, NPC, pushDir, 300, qtrue );
}
}
}
return qfalse;
}
/*
-------------------------
NPC_BSWampa_Default
-------------------------
*/
void NPC_BSWampa_Default( void )
{
//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 ( NPC->client->ps.legsAnim == BOTH_HOLD_START )
{
NPC_FaceEnemy( qtrue );
if ( NPC->client->ps.legsAnimTimer < 200 )
{//see if he's there to grab
if ( !Wampa_TryGrab() )
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
return;
}
if ( NPC->count )
{
if ( !NPC->activator
|| !NPC->activator->client )
{//wtf?
NPC->count = 0;
NPC->activator = NULL;
}
else
{
if ( NPC->client->ps.legsAnim == BOTH_HOLD_DROP )
{
if ( NPC->client->ps.legsAnimTimer < PM_AnimLength(NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim)-500 )
{//at least half a second into the anim
if ( Wampa_CheckDropVictim( NPC, qfalse ) )
{
TIMER_Set( NPC, "attacking", 1000+(Q_irand(500,1000)*(3-g_spskill->integer)) );
}
}
}
else if ( !TIMER_Done( NPC, "takingPain" ) )
{
Wampa_CheckDropVictim( NPC, qfalse );
}
else if ( NPC->activator->health <= 0 )
{
if ( TIMER_Done(NPC,"sniffCorpse") )
{
Wampa_CheckDropVictim( NPC, qfalse );
}
}
else if ( NPC->useDebounceTime >= level.time
&& NPC->activator )
{//just sniffing the guy
if ( NPC->useDebounceTime <= level.time + 100
&& NPC->client->ps.legsAnim != BOTH_HOLD_DROP)
{//just about done, drop him
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_DROP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer+500 );
}
}
else
{
if ( !NPC->useDebounceTime
&& NPC->activator
&& NPC->activator->s.number < MAX_CLIENTS )
{//first time I pick the player, just sniff them
if ( TIMER_Done(NPC,"attacking") )
{//ready to attack
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_SNIFF, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
NPC->useDebounceTime = level.time + NPC->client->ps.legsAnimTimer + Q_irand( 500, 2000 );
}
}
else
{
if ( TIMER_Done(NPC,"attacking") )
{//ready to attack
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_ATTACK/*BOTH_ATTACK4*/, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
TIMER_Set(NPC,"grabAttackDamage",1400);
TIMER_Set(NPC,"attacking",NPC->client->ps.legsAnimTimer+Q_irand(3000,10000));
}
if ( NPC->client->ps.legsAnim == BOTH_HOLD_ATTACK )
{
if ( NPC->client->ps.legsAnimTimer )
{
if ( TIMER_Done2(NPC,"grabAttackDamage",qtrue) )
{
G_Sound( NPC->activator, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->currentOrigin, Q_irand( 25, 40 ), (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_ARMOR), MOD_MELEE );
if ( NPC->activator->health <= 0 )
{//killed them, chance of dismembering
int hitLoc = HL_WAIST;
if ( g_dismemberment->integer < 4 )
{
hitLoc = Q_irand( HL_BACK_RT, HL_HAND_LT );
}
else
{
hitLoc = Q_irand( HL_WAIST, HL_HEAD );
}
NPC->activator->client->dismembered = false;
//FIXME: the limb should just disappear, cuz I ate it
G_DoDismemberment( NPC->activator, NPC->activator->currentOrigin, MOD_SABER, 1000, hitLoc, qtrue );
TIMER_Set( NPC, "sniffCorpse", Q_irand( 2000, 5000 ) );
}
NPC_SetAnim( NPC->activator, SETANIM_BOTH, BOTH_HANG_PAIN, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
else
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_IDLE/*BOTH_ATTACK4*/, SETANIM_FLAG_NORMAL );
}
}
else if ( NPC->client->ps.legsAnim == BOTH_STAND2TO1
&& !NPC->client->ps.legsAnimTimer )
{
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_IDLE, SETANIM_FLAG_NORMAL );
}
}
}
}
NPC_UpdateAngles( qtrue, qtrue );
return;
}
if ( NPCInfo->localState == LSTATE_WAITING
&& TIMER_Done2( NPC, "takingPain", qtrue ) )
{//was not doing anything because we were taking pain, but pain is done now, so clear it...
NPCInfo->localState = LSTATE_CLEAR;
}
if ( !TIMER_Done( NPC, "rageTime" ) )
{//do nothing but roar first time we see an enemy
NPC_FaceEnemy( qtrue );
return;
}
if ( NPC->enemy )
{
if ( NPC->enemy->client //enemy is a client
&& (NPC->enemy->client->NPC_class == CLASS_UGNAUGHT || NPC->enemy->client->NPC_class == CLASS_JAWA )//enemy is a lowly jawa or ugnaught
&& NPC->enemy->enemy != NPC//enemy's enemy is not me
&& (!NPC->enemy->enemy || !NPC->enemy->enemy->client || NPC->enemy->enemy->client->NPC_class!=CLASS_RANCOR) )//enemy's enemy is not a client or is not a rancor (which is scarier than me)
{//they should be scared of ME and no-one else
G_SetEnemy( NPC->enemy, NPC );
}
if ( !TIMER_Done(NPC,"attacking") )
{//in middle of attack
//face enemy
NPC_FaceEnemy( qtrue );
//continue attack logic
enemyDist = Distance( NPC->currentOrigin, NPC->enemy->currentOrigin );
Wampa_Attack( enemyDist, qfalse );
return;
}
else
{
if ( TIMER_Done(NPC,"angrynoise") )
{
G_SoundOnEnt( NPC, CHAN_AUTO, 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 ( 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;
Wampa_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 ) );
}
}
}
Wampa_Combat();
return;
}
}
else
{
if ( TIMER_Done(NPC,"idlenoise") )
{
G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/wampa/misc/anger3.wav" );
TIMER_Set( NPC, "idlenoise", Q_irand( 2000, 4000 ) );
}
if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
Wampa_Patrol();
}
else
{
Wampa_Idle();
}
}
NPC_UpdateAngles( qtrue, qtrue );
}