1684 lines
54 KiB
C++
1684 lines
54 KiB
C++
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
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#include "g_headers.h"
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#include "b_local.h"
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// These define the working combat range for these suckers
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#define MIN_DISTANCE 128
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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#define MAX_DISTANCE 1024
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#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
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#define LSTATE_CLEAR 0
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#define LSTATE_WAITING 1
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#define SPF_RANCOR_MUTANT 1
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#define SPF_RANCOR_FASTKILL 2
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extern qboolean G_EntIsBreakable( int entityNum, gentity_t *breaker );
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extern cvar_t *g_dismemberment;
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extern cvar_t *g_bobaDebug;
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void Rancor_Attack( float distance, qboolean doCharge, qboolean aimAtBlockedEntity );
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/*
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-------------------------
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NPC_Rancor_Precache
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-------------------------
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*/
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void NPC_Rancor_Precache( void )
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{
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int i;
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for ( i = 1; i < 5; i ++ )
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{
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G_SoundIndex( va("sound/chars/rancor/snort_%d.wav", i) );
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}
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G_SoundIndex( "sound/chars/rancor/swipehit.wav" );
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G_SoundIndex( "sound/chars/rancor/chomp.wav" );
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}
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void NPC_MutantRancor_Precache( void )
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{
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G_SoundIndex( "sound/chars/rancor/breath_start.wav" );
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G_SoundIndex( "sound/chars/rancor/breath_loop.wav" );
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G_EffectIndex( "mrancor/breath" );
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}
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//FIXME: initialize all my timers
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qboolean Rancor_CheckAhead( vec3_t end )
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{
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trace_t trace;
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int clipmask = NPC->clipmask|CONTENTS_BOTCLIP;
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//make sure our goal isn't underground (else the trace will fail)
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vec3_t bottom = {end[0],end[1],end[2]+NPC->mins[2]};
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gi.trace( &trace, end, vec3_origin, vec3_origin, bottom, NPC->s.number, NPC->clipmask );
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if ( trace.fraction < 1.0f )
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{//in the ground, raise it up
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end[2] -= NPC->mins[2]*(1.0f-trace.fraction)-0.125f;
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}
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gi.trace( &trace, NPC->currentOrigin, NPC->mins, NPC->maxs, end, NPC->s.number, clipmask );
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if ( trace.startsolid&&(trace.contents&CONTENTS_BOTCLIP) )
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{//started inside do not enter, so ignore them
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clipmask &= ~CONTENTS_BOTCLIP;
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gi.trace( &trace, NPC->currentOrigin, NPC->mins, NPC->maxs, end, NPC->s.number, clipmask );
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}
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//Do a simple check
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if ( ( trace.allsolid == qfalse ) && ( trace.startsolid == qfalse ) && ( trace.fraction == 1.0f ) )
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return qtrue;
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if ( trace.entityNum < ENTITYNUM_WORLD
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&& G_EntIsBreakable( trace.entityNum, NPC ) )
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{//breakable brush in our way, break it
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// NPCInfo->blockedEntity = &g_entities[trace.entityNum];
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return qtrue;
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}
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//Aw screw it, always try to go straight at him if we can at all
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if ( trace.fraction >= 0.25f )
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return qtrue;
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//FIXME: if something in the way that's not the world, set blocked ent
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return qfalse;
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}
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/*
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-------------------------
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Rancor_Idle
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-------------------------
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*/
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void Rancor_Idle( void )
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{
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NPCInfo->localState = LSTATE_CLEAR;
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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ucmd.buttons &= ~BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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}
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qboolean Rancor_CheckRoar( gentity_t *self )
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{
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if ( !self->wait )
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{//haven't ever gotten mad yet
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self->wait = 1;//do this only once
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_STAND1TO2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( self, "rageTime", self->client->ps.legsAnimTimer );
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return qtrue;
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}
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return qfalse;
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}
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/*
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-------------------------
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Rancor_Patrol
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-------------------------
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*/
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void Rancor_Patrol( void )
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{
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NPCInfo->localState = LSTATE_CLEAR;
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//If we have somewhere to go, then do that
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if ( UpdateGoal() )
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{
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ucmd.buttons &= ~BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
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{
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Rancor_Idle();
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return;
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}
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Rancor_CheckRoar( NPC );
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TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
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}
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/*
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-------------------------
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Rancor_Move
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-------------------------
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*/
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void Rancor_Move( qboolean visible )
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{
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if ( NPCInfo->localState != LSTATE_WAITING )
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{
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = NPC->maxs[0]+(MIN_DISTANCE*NPC->s.modelScale[0]); // just get us within combat range
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//FIXME: for some reason, if NPC_MoveToGoal fails, it sets my angles to my lastPathAngles, which I don't want
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float savYaw = NPCInfo->desiredYaw;
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bool savWalking = !!(ucmd.buttons&BUTTON_WALKING);
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if ( !NPC_MoveToGoal( qtrue ) )
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{//can't macro-nav, just head right for him
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//FIXME: if something in the way that's not the world, set blocked ent
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vec3_t dest;
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VectorCopy( NPCInfo->goalEntity->currentOrigin, dest );
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if ( Rancor_CheckAhead( dest ) )
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{//use our temp move straight to goal check
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if (!savWalking)
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{
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ucmd.buttons &= ~BUTTON_WALKING; // Unset from MoveToGoal()
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}
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STEER::Activate(NPC);
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STEER::Seek(NPC, dest);
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STEER::AvoidCollisions(NPC);
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STEER::DeActivate(NPC, &ucmd);
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/*
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VectorSubtract( dest, NPC->currentOrigin, NPC->client->ps.moveDir );
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NPC->client->ps.speed = VectorNormalize( NPC->client->ps.moveDir );
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NPCInfo->desiredYaw = vectoyaw( NPC->client->ps.moveDir );
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if ( (ucmd.buttons&BUTTON_WALKING) && NPC->client->ps.speed > NPCInfo->stats.walkSpeed )
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{
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NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
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}
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else
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{
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if ( NPC->client->ps.speed < NPCInfo->stats.walkSpeed )
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{
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NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
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}
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if ( !(ucmd.buttons&BUTTON_WALKING) && NPC->client->ps.speed < NPCInfo->stats.runSpeed )
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{
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NPC->client->ps.speed = NPCInfo->stats.runSpeed;
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}
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else if ( NPC->client->ps.speed > NPCInfo->stats.runSpeed )
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{
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NPC->client->ps.speed = NPCInfo->stats.runSpeed;
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}
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}
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*/
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}
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else
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{//all else fails, look at him
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// gi.Printf("Fail\n");
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NPCInfo->lockedDesiredYaw = NPCInfo->desiredYaw = savYaw;
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/* if ( !NPCInfo->blockedEntity )
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{//not already trying to break a breakable somewhere
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if ( NPC->enemy && NPC->enemy->client && NPC->enemy->client->ps.groundEntityNum < ENTITYNUM_WORLD )
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{//hmm, maybe he's on a breakable brush?
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if ( G_EntIsBreakable( NPC->enemy->client->ps.groundEntityNum, NPC ) )
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{//break it!
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gentity_t *breakable = &g_entities[NPC->enemy->client->ps.groundEntityNum];
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int sanityCheck = 0;
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//FiXME: and if he's on a stack of 3 breakables?
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//FIXME: See if the breakable has a targetname, if so see if the thing targeting it is a breakable, if so, etc...
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while ( sanityCheck < 20 && breakable && breakable->targetname )
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{
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gentity_t *breakableNext = NULL;
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while ( sanityCheck < 20 && (breakableNext = G_Find( breakableNext, FOFS(target), breakable->targetname )) != NULL )
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{
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if ( breakableNext && G_EntIsBreakable( breakableNext->s.number, NPC ) )
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{
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breakable = breakableNext;
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break;
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}
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else
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{
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sanityCheck++;
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}
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}
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if ( !breakableNext )
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{//not targetted by another breakable that we can break
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break;
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}
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else
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{
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sanityCheck++;
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}
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}
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NPCInfo->blockedEntity = breakable;
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}
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}
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}*/
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if ( !NPCInfo->blockedEntity && NPC->enemy && gi.inPVS(NPC->currentOrigin, NPC->enemy->currentOrigin))
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{//nothing to destroy? just go straight at goal dest
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qboolean horzClose = qfalse;
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if (!savWalking)
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{
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ucmd.buttons &= ~BUTTON_WALKING; // Unset from MoveToGoal()
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}
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if ( DistanceHorizontal( NPC->enemy->currentOrigin, NPC->currentOrigin ) < (NPC->maxs[0]+(MIN_DISTANCE*NPC->s.modelScale[0])) )
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{//close, just look at him
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horzClose = qtrue;
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NPC_FaceEnemy( qtrue );
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}
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else
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{//try to move towards him
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STEER::Activate(NPC);
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STEER::Seek(NPC, dest);
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STEER::AvoidCollisions(NPC);
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STEER::DeActivate(NPC, &ucmd);
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}
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//let him know he should attack at random out of frustration?
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if ( NPCInfo->goalEntity == NPC->enemy )
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{
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if ( TIMER_Done( NPC, "attacking" )
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&& TIMER_Done( NPC, "frustrationAttack" ) )
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{
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float enemyDist = Distance( dest, NPC->currentOrigin );
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if ( (!horzClose||!Q_irand(0,5))
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&& Q_irand( 0, 1 ) )
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{
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Rancor_Attack( enemyDist, qtrue, qfalse );
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}
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else
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{
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Rancor_Attack( enemyDist, qfalse, qfalse );
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}
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if ( horzClose )
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{
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TIMER_Set( NPC, "frustrationAttack", Q_irand( 2000, 5000 ) );
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}
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else
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{
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TIMER_Set( NPC, "frustrationAttack", Q_irand( 5000, 15000 ) );
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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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}
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}
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//---------------------------------------------------------
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extern void G_Knockdown( gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock );
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extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force = qfalse );
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extern float NPC_EntRangeFromBolt( gentity_t *targEnt, int boltIndex );
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extern int NPC_GetEntsNearBolt( gentity_t **radiusEnts, float radius, int boltIndex, vec3_t boltOrg );
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void Rancor_DropVictim( gentity_t *self )
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{
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//FIXME: if Rancor dies, it should drop its victim.
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//FIXME: if Rancor is removed, it must remove its victim.
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//FIXME: if in BOTH_HOLD_DROP, throw them a little, too?
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if ( self->activator )
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{
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if ( self->activator->client )
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{
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self->activator->client->ps.eFlags &= ~EF_HELD_BY_RANCOR;
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}
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self->activator->activator = NULL;
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if ( self->activator->health <= 0 )
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{
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if ( self->activator->s.number )
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{//never free player
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if ( self->count == 1 )
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{//in my hand, just drop them
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if ( self->activator->client )
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{
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self->activator->client->ps.legsAnimTimer = self->activator->client->ps.torsoAnimTimer = 0;
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//FIXME: ragdoll?
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}
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}
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else
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{
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G_FreeEntity( self->activator );
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}
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}
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else
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{
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self->activator->s.eFlags |= EF_NODRAW;
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if ( self->activator->client )
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{
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self->activator->client->ps.eFlags |= EF_NODRAW;
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}
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self->activator->clipmask &= ~CONTENTS_BODY;
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}
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}
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else
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{
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if ( self->activator->NPC )
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{//start thinking again
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self->activator->NPC->nextBStateThink = level.time;
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}
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//clear their anim and let them fall
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self->activator->client->ps.legsAnimTimer = self->activator->client->ps.torsoAnimTimer = 0;
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}
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if ( self->enemy == self->activator )
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{
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self->enemy = NULL;
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}
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if ( self->activator->s.number == 0 )
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{//don't attack the player again for a bit
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TIMER_Set( self, "attackDebounce", Q_irand( 2000, 4000+((2-g_spskill->integer)*2000) ) );
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}
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self->activator = NULL;
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}
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self->count = 0;//drop him
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}
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void Rancor_Swing( int boltIndex, qboolean tryGrab )
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{
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gentity_t *radiusEnts[ 128 ];
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int numEnts;
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const float radius = (NPC->spawnflags&SPF_RANCOR_MUTANT)?200:88;
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const float radiusSquared = (radius*radius);
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int i;
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vec3_t boltOrg;
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vec3_t originUp;
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VectorCopy(NPC->currentOrigin, originUp);
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originUp[2] += (NPC->maxs[2]*0.75f);
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numEnts = NPC_GetEntsNearBolt( radiusEnts, radius, boltIndex, boltOrg );
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//if ( NPCInfo->blockedEntity && G_EntIsBreakable( NPCInfo->blockedEntity->s.number, NPC ) )
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{//attacking a breakable brush
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//HMM... maybe always do this?
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//if boltOrg inside a breakable brush, damage it
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trace_t trace;
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gi.trace( &trace, NPC->pos3, vec3_origin, vec3_origin, boltOrg, NPC->s.number, CONTENTS_SOLID|CONTENTS_BODY );
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#ifndef FINAL_BUILD
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if ( g_bobaDebug->integer > 0 )
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{
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G_DebugLine(NPC->pos3, boltOrg, 1000, 0x000000ff, qtrue);
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}
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#endif
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//remember pos3 for the trace from last hand pos to current hand pos next time
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VectorCopy( boltOrg, NPC->pos3 );
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//FIXME: also do a trace TO the bolt from where we are...?
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if ( G_EntIsBreakable( trace.entityNum, NPC ) )
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{
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G_Damage( &g_entities[trace.entityNum], NPC, NPC, vec3_origin, boltOrg, 100, 0, MOD_MELEE );
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}
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else
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{//fuck, do an actual line trace, I guess...
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gi.trace( &trace, originUp, vec3_origin, vec3_origin, boltOrg, NPC->s.number, CONTENTS_SOLID|CONTENTS_BODY );
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#ifndef FINAL_BUILD
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if ( g_bobaDebug->integer > 0 )
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{
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G_DebugLine(originUp, boltOrg, 1000, 0x000000ff, qtrue);
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}
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#endif
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if ( G_EntIsBreakable( trace.entityNum, NPC ) )
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{
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G_Damage( &g_entities[trace.entityNum], NPC, NPC, vec3_origin, boltOrg, 200, 0, MOD_MELEE );
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}
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}
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}
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for ( i = 0; i < numEnts; i++ )
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{
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if ( !radiusEnts[i]->inuse )
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{
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continue;
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}
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if ( radiusEnts[i] == NPC )
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{//Skip the rancor ent
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continue;
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}
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if ( radiusEnts[i]->client == NULL )
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{//must be a client
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continue;
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}
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if ( (radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_RANCOR)
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||(radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_WAMPA) )
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{//can't be one already being held
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continue;
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}
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if ( (radiusEnts[i]->s.eFlags&EF_NODRAW) )
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{//not if invisible
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continue;
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}
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/*
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if ( !radiusEnts[i]->contents )
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{//not if non-solid
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continue;
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}
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*/
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if ( DistanceSquared( radiusEnts[i]->currentOrigin, boltOrg ) <= radiusSquared )
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{
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if ( !gi.inPVS( radiusEnts[i]->currentOrigin, NPC->currentOrigin ) )
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{//don't grab anything that's in another PVS
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continue;
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}
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/*
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qboolean skipGrab = qfalse;
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if ( tryGrab//want to grab
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&& (NPC->spawnflags&SPF_RANCOR_FASTKILL)//mutant rancor
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&& radiusEnts[i]->s.number >= MAX_CLIENTS //not the player
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&& Q_irand( 0, 1 ) )//50% chance
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{//don't grab them, just smack them away
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skipGrab = qtrue;
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}
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*/
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if ( tryGrab
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//&& !skipGrab
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&& NPC->count != 1 //don't have one in hand or in mouth already - FIXME: allow one in hand and any number in mouth!
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&& radiusEnts[i]->client->NPC_class != CLASS_RANCOR
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&& radiusEnts[i]->client->NPC_class != CLASS_GALAKMECH
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&& radiusEnts[i]->client->NPC_class != CLASS_ATST
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&& radiusEnts[i]->client->NPC_class != CLASS_GONK
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&& radiusEnts[i]->client->NPC_class != CLASS_R2D2
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&& radiusEnts[i]->client->NPC_class != CLASS_R5D2
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&& radiusEnts[i]->client->NPC_class != CLASS_MARK1
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&& radiusEnts[i]->client->NPC_class != CLASS_MARK2
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&& radiusEnts[i]->client->NPC_class != CLASS_MOUSE
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&& radiusEnts[i]->client->NPC_class != CLASS_PROBE
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&& radiusEnts[i]->client->NPC_class != CLASS_SEEKER
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&& radiusEnts[i]->client->NPC_class != CLASS_REMOTE
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&& radiusEnts[i]->client->NPC_class != CLASS_SENTRY
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&& radiusEnts[i]->client->NPC_class != CLASS_INTERROGATOR
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&& radiusEnts[i]->client->NPC_class != CLASS_VEHICLE )
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{//grab
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if ( NPC->count == 2 )
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|
{//have one in my mouth, remove him
|
|
TIMER_Remove( NPC, "clearGrabbed" );
|
|
Rancor_DropVictim( NPC );
|
|
}
|
|
NPC->enemy = radiusEnts[i];//make him my new best friend
|
|
radiusEnts[i]->client->ps.eFlags |= EF_HELD_BY_RANCOR;
|
|
//FIXME: this makes it so that the victim can't hit us with shots! Just use activator or something
|
|
radiusEnts[i]->activator = NPC; // kind of dumb, but when we are locked to the Rancor, we are owned by it.
|
|
NPC->activator = radiusEnts[i];//remember him
|
|
NPC->count = 1;//in my hand
|
|
//wait to attack
|
|
TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer + Q_irand(500, 2500) );
|
|
if ( radiusEnts[i]->health > 0 )
|
|
{//do pain on enemy
|
|
GEntity_PainFunc( radiusEnts[i], NPC, NPC, radiusEnts[i]->currentOrigin, 0, MOD_CRUSH );
|
|
}
|
|
else if ( radiusEnts[i]->client )
|
|
{
|
|
NPC_SetAnim( radiusEnts[i], SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
else
|
|
{//smack
|
|
G_Sound( radiusEnts[i], G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
|
|
//actually push the enemy
|
|
vec3_t pushDir;
|
|
/*
|
|
//VectorSubtract( radiusEnts[i]->currentOrigin, boltOrg, pushDir );
|
|
VectorSubtract( radiusEnts[i]->currentOrigin, NPC->currentOrigin, pushDir );
|
|
pushDir[2] = Q_flrand( 100, 200 );
|
|
VectorNormalize( pushDir );
|
|
*/
|
|
if ( (NPC->spawnflags&SPF_RANCOR_FASTKILL)
|
|
&& radiusEnts[i]->s.number >= MAX_CLIENTS )
|
|
{
|
|
G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, boltOrg, radiusEnts[i]->health+1000, (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_PROTECTION), MOD_MELEE );
|
|
}
|
|
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_RANCOR
|
|
&& radiusEnts[i]->client->NPC_class != CLASS_ATST
|
|
&& !(radiusEnts[i]->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( radiusEnts[i], pushDir, 250 );
|
|
if ( radiusEnts[i]->health > 0 )
|
|
{//do pain on enemy
|
|
G_Knockdown( radiusEnts[i], NPC, pushDir, 100, qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Rancor_Smash( void )
|
|
{
|
|
gentity_t *radiusEnts[ 128 ];
|
|
int numEnts;
|
|
const float radius = (NPC->spawnflags&SPF_RANCOR_MUTANT)?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 );
|
|
|
|
//if ( NPCInfo->blockedEntity && G_EntIsBreakable( NPCInfo->blockedEntity->s.number, NPC ) )
|
|
{//attacking a breakable brush
|
|
//HMM... maybe always do this?
|
|
//if boltOrg inside a breakable brush, damage it
|
|
trace_t trace;
|
|
gi.trace( &trace, boltOrg, vec3_origin, vec3_origin, NPC->pos3, NPC->s.number, CONTENTS_SOLID|CONTENTS_BODY );
|
|
#ifndef FINAL_BUILD
|
|
if ( g_bobaDebug->integer > 0 )
|
|
{
|
|
G_DebugLine(NPC->pos3, boltOrg, 1000, 0x000000ff, qtrue);
|
|
}
|
|
#endif
|
|
//remember pos3 for the trace from last hand pos to current hand pos next time
|
|
VectorCopy( boltOrg, NPC->pos3 );
|
|
//FIXME: also do a trace TO the bolt from where we are...?
|
|
if ( G_EntIsBreakable( trace.entityNum, NPC ) )
|
|
{
|
|
G_Damage( &g_entities[trace.entityNum], NPC, NPC, vec3_origin, boltOrg, 200, 0, MOD_MELEE );
|
|
}
|
|
else
|
|
{//fuck, do an actual line trace, I guess...
|
|
gi.trace( &trace, NPC->currentOrigin, vec3_origin, vec3_origin, boltOrg, NPC->s.number, CONTENTS_SOLID|CONTENTS_BODY );
|
|
#ifndef FINAL_BUILD
|
|
if ( g_bobaDebug->integer > 0 )
|
|
{
|
|
G_DebugLine(NPC->currentOrigin, boltOrg, 1000, 0x000000ff, qtrue);
|
|
}
|
|
#endif
|
|
if ( G_EntIsBreakable( trace.entityNum, NPC ) )
|
|
{
|
|
G_Damage( &g_entities[trace.entityNum], NPC, NPC, vec3_origin, boltOrg, 200, 0, MOD_MELEE );
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
if ( G_EntIsBreakable( radiusEnts[i]->s.number, NPC ) )
|
|
{//damage breakables within range, but not as much
|
|
if ( !Q_irand( 0, 1 ) )
|
|
{
|
|
G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, radiusEnts[i]->currentOrigin, 100, 0, MOD_MELEE );
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if ( (radiusEnts[i]->client->ps.eFlags&EF_HELD_BY_RANCOR) )
|
|
{//can't be one being held
|
|
continue;
|
|
}
|
|
|
|
if ( (radiusEnts[i]->s.eFlags&EF_NODRAW) )
|
|
{//not if invisible
|
|
continue;
|
|
}
|
|
|
|
distSq = DistanceSquared( radiusEnts[i]->currentOrigin, boltOrg );
|
|
if ( distSq <= radiusSquared )
|
|
{
|
|
if ( distSq < halfRadSquared )
|
|
{//close enough to do damage, too
|
|
G_Sound( radiusEnts[i], G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
|
|
if ( (NPC->spawnflags&SPF_RANCOR_FASTKILL)
|
|
&& radiusEnts[i]->s.number >= MAX_CLIENTS )
|
|
{
|
|
G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, boltOrg, radiusEnts[i]->health+1000, (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_PROTECTION), MOD_MELEE );
|
|
}
|
|
else if ( (NPC->spawnflags&SPF_RANCOR_MUTANT) )//FIXME: a flag or something would be better
|
|
{//more damage
|
|
G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, radiusEnts[i]->currentOrigin, Q_irand( 40, 55 ), DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
}
|
|
else
|
|
{
|
|
G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, radiusEnts[i]->currentOrigin, Q_irand( 10, 25 ), DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
}
|
|
}
|
|
if ( radiusEnts[i]->health > 0
|
|
&& radiusEnts[i]->client
|
|
&& radiusEnts[i]->client->NPC_class != CLASS_RANCOR
|
|
&& radiusEnts[i]->client->NPC_class != CLASS_ATST )
|
|
{
|
|
if ( distSq < halfRadSquared
|
|
|| radiusEnts[i]->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//within range of my fist or withing ground-shaking range and not in the air
|
|
if ( (NPC->spawnflags&SPF_RANCOR_MUTANT) )
|
|
{
|
|
G_Knockdown( radiusEnts[i], NPC, vec3_origin, 500, qtrue );
|
|
}
|
|
else
|
|
{
|
|
G_Knockdown( radiusEnts[i], NPC, vec3_origin, Q_irand( 200, 350), qtrue );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Rancor_Bite( void )
|
|
{
|
|
gentity_t *radiusEnts[ 128 ];
|
|
int numEnts;
|
|
const float radius = 100;
|
|
const float radiusSquared = (radius*radius);
|
|
int i;
|
|
vec3_t boltOrg;
|
|
|
|
numEnts = NPC_GetEntsNearBolt( radiusEnts, radius, NPC->gutBolt, 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->ps.eFlags&EF_HELD_BY_RANCOR) )
|
|
{//can't be one already being held
|
|
continue;
|
|
}
|
|
|
|
if ( (radiusEnts[i]->s.eFlags&EF_NODRAW) )
|
|
{//not if invisible
|
|
continue;
|
|
}
|
|
|
|
if ( DistanceSquared( radiusEnts[i]->currentOrigin, boltOrg ) <= radiusSquared )
|
|
{
|
|
if ( (NPC->spawnflags&SPF_RANCOR_FASTKILL)
|
|
&& radiusEnts[i]->s.number >= MAX_CLIENTS )
|
|
{
|
|
G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, radiusEnts[i]->currentOrigin, radiusEnts[i]->health+1000, (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_PROTECTION), MOD_MELEE );
|
|
}
|
|
else if ( (NPC->spawnflags&SPF_RANCOR_MUTANT) )
|
|
{//more damage
|
|
G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, radiusEnts[i]->currentOrigin, Q_irand( 35, 50 ), DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
}
|
|
else
|
|
{
|
|
G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, radiusEnts[i]->currentOrigin, Q_irand( 15, 30 ), DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
}
|
|
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 != 113811381138 )
|
|
{
|
|
hitLoc = Q_irand( HL_WAIST, 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 );
|
|
}
|
|
}
|
|
G_Sound( radiusEnts[i], G_SoundIndex( "sound/chars/rancor/chomp.wav" ) );
|
|
}
|
|
}
|
|
}
|
|
//------------------------------
|
|
extern gentity_t *TossClientItems( gentity_t *self );
|
|
void Rancor_Attack( float distance, qboolean doCharge, qboolean aimAtBlockedEntity )
|
|
{
|
|
if ( !TIMER_Exists( NPC, "attacking" )
|
|
&& TIMER_Done( NPC, "attackDebounce" ) )
|
|
{
|
|
if ( NPC->count == 2 && NPC->activator )
|
|
{
|
|
}
|
|
else if ( NPC->count == 1 && NPC->activator )
|
|
{//holding enemy
|
|
if ( (!(NPC->spawnflags&SPF_RANCOR_FASTKILL) ||NPC->activator->s.number<MAX_CLIENTS)
|
|
&& NPC->activator->health > 0
|
|
&& Q_irand( 0, 1 ) )
|
|
{//quick bite
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "attack_dmg", 450 );
|
|
}
|
|
else
|
|
{//full eat
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "attack_dmg", 900 );
|
|
//Make victim scream in fright
|
|
if ( NPC->activator->health > 0 && NPC->activator->client )
|
|
{
|
|
G_AddEvent( NPC->activator, Q_irand(EV_DEATH1, EV_DEATH3), 0 );
|
|
NPC_SetAnim( NPC->activator, SETANIM_TORSO, BOTH_FALLDEATH1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
if ( NPC->activator->NPC )
|
|
{//no more thinking for you
|
|
TossClientItems( NPC );
|
|
NPC->activator->NPC->nextBStateThink = Q3_INFINITE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( NPC->enemy->health > 0 && doCharge )
|
|
{//charge
|
|
if ( !Q_irand( 0, 3 ) )
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK5, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "attack_dmg", 1250 );
|
|
if ( NPC->enemy && NPC->enemy->s.number == 0 )
|
|
{//don't attack the player again for a bit
|
|
TIMER_Set( NPC, "attackDebounce", NPC->client->ps.legsAnimTimer + Q_irand( 2000, 4000+((2-g_spskill->integer)*2000) ) );
|
|
}
|
|
}
|
|
else if ( (NPC->spawnflags&SPF_RANCOR_MUTANT) )
|
|
{//breath attack
|
|
int breathAnim = BOTH_ATTACK4;
|
|
gentity_t *checkEnt = NULL;
|
|
vec3_t center;
|
|
if ( NPC->enemy && NPC->enemy->inuse )
|
|
{
|
|
checkEnt = NPC->enemy;
|
|
VectorCopy( NPC->enemy->currentOrigin, center );
|
|
}
|
|
else if ( NPCInfo->blockedEntity && NPCInfo->blockedEntity->inuse )
|
|
{
|
|
checkEnt = NPCInfo->blockedEntity;
|
|
//if it has an origin brush, use it...
|
|
if ( VectorCompare( NPCInfo->blockedEntity->s.origin, vec3_origin ) )
|
|
{//no origin brush, calc center
|
|
VectorAdd( NPCInfo->blockedEntity->mins, NPCInfo->blockedEntity->maxs, center );
|
|
VectorScale( center, 0.5f, center );
|
|
}
|
|
else
|
|
{//use origin brush as center
|
|
VectorCopy( NPCInfo->blockedEntity->s.origin, center );
|
|
}
|
|
}
|
|
if ( checkEnt )
|
|
{
|
|
float zHeightRelative = center[2]-NPC->currentOrigin[2];
|
|
if ( zHeightRelative >= (128.0f*NPC->s.modelScale[2]) )
|
|
{
|
|
breathAnim = BOTH_ATTACK7;
|
|
}
|
|
else if ( zHeightRelative >= (64.0f*NPC->s.modelScale[2]) )
|
|
{
|
|
breathAnim = BOTH_ATTACK6;
|
|
}
|
|
}
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, breathAnim, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
//start effect here
|
|
G_PlayEffect( G_EffectIndex( "mrancor/breath" ), NPC->playerModel, NPC->gutBolt, NPC->s.number, NPC->currentOrigin, (NPC->client->ps.legsAnimTimer-500), qfalse );
|
|
TIMER_Set( NPC, "breathAttack", NPC->client->ps.legsAnimTimer-500 );
|
|
G_SoundOnEnt( NPC, CHAN_WEAPON, "sound/chars/rancor/breath_start.wav" );
|
|
NPC->s.loopSound = G_SoundIndex( "sound/chars/rancor/breath_loop.wav" );
|
|
if ( NPC->enemy && NPC->enemy->s.number == 0 )
|
|
{//don't attack the player again for a bit
|
|
TIMER_Set( NPC, "attackDebounce", NPC->client->ps.legsAnimTimer + Q_irand( 2000, 4000+((2-g_spskill->integer)*2000) ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_MELEE2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "attack_dmg", 1250 );
|
|
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;
|
|
if ( NPC->enemy && NPC->enemy->s.number == 0 )
|
|
{//don't attack the player again for a bit
|
|
TIMER_Set( NPC, "attackDebounce", NPC->client->ps.legsAnimTimer + Q_irand( 2000, 4000+((2-g_spskill->integer)*2000) ) );
|
|
}
|
|
}
|
|
}
|
|
else if ( !Q_irand(0, 1)
|
|
/*&& (NPC->spawnflags&SPF_RANCOR_MUTANT)*/ )
|
|
{//mutant rancor can smash
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_MELEE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "attack_dmg", 900 );
|
|
//init pos3 for the trace from last hand pos to current hand pos
|
|
VectorCopy( NPC->currentOrigin, NPC->pos3 );
|
|
}
|
|
else if ( (NPC->spawnflags&SPF_RANCOR_MUTANT)
|
|
|| distance >= NPC->maxs[0]+(MIN_DISTANCE*NPC->s.modelScale[0])-64.0f )
|
|
{//try to grab
|
|
int grabAnim = BOTH_ATTACK2;
|
|
gentity_t *checkEnt = NULL;
|
|
vec3_t center;
|
|
if ( (!aimAtBlockedEntity||!NPCInfo->blockedEntity) && NPC->enemy && NPC->enemy->inuse )
|
|
{
|
|
checkEnt = NPC->enemy;
|
|
VectorCopy( NPC->enemy->currentOrigin, center );
|
|
}
|
|
else if ( NPCInfo->blockedEntity && NPCInfo->blockedEntity->inuse )
|
|
{
|
|
checkEnt = NPCInfo->blockedEntity;
|
|
//if it has an origin brush, use it...
|
|
if ( VectorCompare( NPCInfo->blockedEntity->s.origin, vec3_origin ) )
|
|
{//no origin brush, calc center
|
|
VectorAdd( NPCInfo->blockedEntity->mins, NPCInfo->blockedEntity->maxs, center );
|
|
VectorScale( center, 0.5f, center );
|
|
}
|
|
else
|
|
{//use origin brush as center
|
|
VectorCopy( NPCInfo->blockedEntity->s.origin, center );
|
|
}
|
|
}
|
|
if ( checkEnt )
|
|
{
|
|
float zHeightRelative = center[2]-NPC->currentOrigin[2];
|
|
if ( zHeightRelative >= (128.0f*NPC->s.modelScale[2]) )
|
|
{
|
|
grabAnim = BOTH_ATTACK11;
|
|
}
|
|
else if ( zHeightRelative >= (64.0f*NPC->s.modelScale[2]) )
|
|
{
|
|
grabAnim = BOTH_ATTACK10;
|
|
}
|
|
}
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, grabAnim, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "attack_dmg", 800 );
|
|
if ( NPC->enemy && NPC->enemy->s.number == 0 )
|
|
{//don't attack the player again for a bit
|
|
TIMER_Set( NPC, "attackDebounce", NPC->client->ps.legsAnimTimer + Q_irand( 2000, 4000+((2-g_spskill->integer)*2000) ) );
|
|
}
|
|
//init pos3 for the trace from last hand pos to current hand pos
|
|
VectorCopy( NPC->currentOrigin, NPC->pos3 );
|
|
}
|
|
else
|
|
{
|
|
//FIXME: back up?
|
|
ucmd.forwardmove = -64;
|
|
//FIXME: check for walls/ledges?
|
|
return;
|
|
}
|
|
|
|
TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer + random() * 200 );
|
|
}
|
|
|
|
// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
|
|
float playerDist;
|
|
|
|
if ( TIMER_Done2( NPC, "attack_dmg", qtrue ) )
|
|
{
|
|
switch ( NPC->client->ps.legsAnim )
|
|
{
|
|
case BOTH_MELEE1:
|
|
Rancor_Smash();
|
|
playerDist = NPC_EntRangeFromBolt( player, NPC->handLBolt );
|
|
if ( (NPC->spawnflags&SPF_RANCOR_MUTANT) )
|
|
{
|
|
if ( playerDist < 512 )
|
|
{
|
|
CGCam_Shake( 1.0f*playerDist/256, 1000 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( playerDist < 256 )
|
|
{
|
|
CGCam_Shake( 1.0f*playerDist/128.0f, 1000 );
|
|
}
|
|
}
|
|
break;
|
|
case BOTH_MELEE2:
|
|
Rancor_Bite();
|
|
TIMER_Set( NPC, "attack_dmg2", 450 );
|
|
break;
|
|
case BOTH_ATTACK1:
|
|
if ( NPC->count == 1 && NPC->activator )
|
|
{
|
|
if ( (NPC->spawnflags&SPF_RANCOR_FASTKILL)
|
|
&& NPC->activator->s.number >= MAX_CLIENTS )
|
|
{
|
|
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->currentOrigin, NPC->activator->health+1000, (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_PROTECTION), MOD_MELEE );
|
|
}
|
|
else if ( (NPC->spawnflags&SPF_RANCOR_MUTANT) )//FIXME: a flag or something would be better
|
|
{//more damage
|
|
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->currentOrigin, Q_irand( 55, 70 ), DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
}
|
|
else
|
|
{
|
|
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->currentOrigin, Q_irand( 25, 40 ), DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
|
}
|
|
if ( NPC->activator->health <= 0 )
|
|
{//killed him
|
|
if ( g_dismemberment->integer == 113811381138 )
|
|
{//make it look like we bit his head off
|
|
NPC->activator->client->dismembered = false;
|
|
G_DoDismemberment( NPC->activator, NPC->activator->currentOrigin, MOD_SABER, 1000, HL_HEAD, qtrue );
|
|
}
|
|
NPC_SetAnim( NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
}
|
|
G_Sound( NPC->activator, G_SoundIndex( "sound/chars/rancor/chomp.wav" ) );
|
|
}
|
|
break;
|
|
case BOTH_ATTACK2:
|
|
case BOTH_ATTACK10:
|
|
case BOTH_ATTACK11:
|
|
//try to grab
|
|
Rancor_Swing( NPC->handRBolt, qtrue );
|
|
break;
|
|
case BOTH_ATTACK3:
|
|
if ( NPC->count == 1 && NPC->activator )
|
|
{
|
|
//cut in half
|
|
if ( NPC->activator->client )
|
|
{
|
|
NPC->activator->client->dismembered = false;
|
|
G_DoDismemberment( NPC->activator, NPC->enemy->currentOrigin, MOD_SABER, 1000, HL_WAIST, qtrue );
|
|
}
|
|
//KILL
|
|
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->currentOrigin, NPC->enemy->health+1000, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_MELEE, HL_NONE );
|
|
if ( NPC->activator->client )
|
|
{
|
|
NPC_SetAnim( NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
}
|
|
TIMER_Set( NPC, "attack_dmg2", 1350 );
|
|
G_Sound( NPC->activator, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
|
|
G_AddEvent( NPC->activator, EV_JUMP, NPC->activator->health );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
else if ( TIMER_Done2( NPC, "attack_dmg2", qtrue ) )
|
|
{
|
|
switch ( NPC->client->ps.legsAnim )
|
|
{
|
|
case BOTH_MELEE1:
|
|
break;
|
|
case BOTH_MELEE2:
|
|
Rancor_Bite();
|
|
break;
|
|
case BOTH_ATTACK1:
|
|
break;
|
|
case BOTH_ATTACK2:
|
|
break;
|
|
case BOTH_ATTACK3:
|
|
if ( NPC->count == 1 && NPC->activator )
|
|
{//swallow victim
|
|
G_Sound( NPC->activator, G_SoundIndex( "sound/chars/rancor/chomp.wav" ) );
|
|
//FIXME: sometimes end up with a live one in our mouths?
|
|
//just make sure they're dead
|
|
if ( NPC->activator->health > 0 )
|
|
{
|
|
//cut in half
|
|
NPC->activator->client->dismembered = false;
|
|
G_DoDismemberment( NPC->activator, NPC->enemy->currentOrigin, MOD_SABER, 1000, HL_WAIST, qtrue );
|
|
//KILL
|
|
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->currentOrigin, NPC->enemy->health+1000, DAMAGE_NO_PROTECTION|DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_MELEE, HL_NONE );
|
|
NPC_SetAnim( NPC->activator, SETANIM_BOTH, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
|
|
G_AddEvent( NPC->activator, EV_JUMP, NPC->activator->health );
|
|
}
|
|
NPC->count = 2;
|
|
TIMER_Set( NPC, "clearGrabbed", 2600 );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Just using this to remove the attacking flag at the right time
|
|
TIMER_Done2( NPC, "attacking", qtrue );
|
|
}
|
|
|
|
//----------------------------------
|
|
void Rancor_Combat( void )
|
|
{
|
|
if ( NPC->count )
|
|
{//holding my enemy
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
if ( TIMER_Done2( NPC, "takingPain", qtrue ))
|
|
{
|
|
NPCInfo->localState = LSTATE_CLEAR;
|
|
}
|
|
else if ( (NPC->spawnflags&SPF_RANCOR_FASTKILL)
|
|
&& NPC->activator
|
|
&& NPC->activator->s.number >= MAX_CLIENTS )
|
|
{
|
|
Rancor_Attack( 0, qfalse, 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+(Q_irand(500,1000)*(3-g_spskill->integer)) );
|
|
}
|
|
}
|
|
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
|
|
{
|
|
Rancor_Attack( 0, qfalse, qfalse );
|
|
}
|
|
}
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
|
|
NPCInfo->goalRadius = NPC->maxs[0]+(MAX_DISTANCE*NPC->s.modelScale[0]); // just get us within combat range
|
|
|
|
// If we cannot see our target or we have somewhere to go, then do that
|
|
if ( !NPC_ClearLOS( NPC->enemy ) || UpdateGoal( ))
|
|
{
|
|
NPCInfo->combatMove = qtrue;
|
|
NPCInfo->goalEntity = NPC->enemy;
|
|
|
|
Rancor_Move( qfalse );
|
|
return;
|
|
}
|
|
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
|
|
NPC_FaceEnemy( qtrue );
|
|
|
|
float distance = Distance( NPC->currentOrigin, NPC->enemy->currentOrigin );
|
|
|
|
qboolean advance = (qboolean)( distance > (NPC->maxs[0]+(MIN_DISTANCE*NPC->s.modelScale[0])) ? qtrue : qfalse );
|
|
qboolean doCharge = qfalse;
|
|
|
|
if ( advance )
|
|
{//have to get closer
|
|
if ( (NPC->spawnflags&SPF_RANCOR_MUTANT)
|
|
&& (!NPC->enemy||!NPC->enemy->client) )
|
|
{//don't do breath attack vs. bbrushes
|
|
}
|
|
else
|
|
{
|
|
vec3_t yawOnlyAngles = {0, NPC->currentAngles[YAW], 0};
|
|
if ( NPC->enemy->health > 0
|
|
&& fabs(distance-(250.0f*NPC->s.modelScale[0])) <= (80.0f*NPC->s.modelScale[0])
|
|
&& InFOV( NPC->enemy->currentOrigin, NPC->currentOrigin, yawOnlyAngles, 30, 30 ) )
|
|
{
|
|
int chance = 9;
|
|
if ( (NPC->spawnflags&SPF_RANCOR_MUTANT) )
|
|
{//higher chance of doing breath attack
|
|
chance = 5-g_spskill->integer;
|
|
}
|
|
if ( !Q_irand( 0, chance ) )
|
|
{//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
|
|
{
|
|
Rancor_Move( 1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Rancor_Attack( distance, doCharge, qfalse );
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Rancor_Pain
|
|
-------------------------
|
|
*/
|
|
void NPC_Rancor_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
|
|
{
|
|
qboolean hitByRancor = qfalse;
|
|
|
|
if ( self->NPC && self->NPC->ignorePain )
|
|
{
|
|
return;
|
|
}
|
|
if ( !TIMER_Done( self, "breathAttack" ) )
|
|
{//nothing interrupts breath attack
|
|
return;
|
|
}
|
|
|
|
TIMER_Remove( self, "confusionTime" );
|
|
|
|
if ( other&&other->client&&other->client->NPC_class==CLASS_RANCOR )
|
|
{
|
|
hitByRancor = qtrue;
|
|
}
|
|
if ( other
|
|
&& other->inuse
|
|
&& other != self->enemy
|
|
&& !(other->flags&FL_NOTARGET) )
|
|
{
|
|
if ( !self->count )
|
|
{
|
|
if ( (!other->s.number&&!Q_irand(0,3))
|
|
|| !self->enemy
|
|
|| self->enemy->health == 0
|
|
|| (self->enemy->client&&self->enemy->client->NPC_class == CLASS_RANCOR)
|
|
|| (!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 = self->enemy;
|
|
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 ( hitByRancor )
|
|
{//stay mad at this Rancor for 2-5 secs before looking for other enemies
|
|
TIMER_Set( self, "rancorInfight", Q_irand( 2000, 5000 ) );
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
if ( (hitByRancor|| (self->count==1&&self->activator&&!Q_irand(0,4)) || Q_irand( 0, 200 ) < damage )//hit by rancor, hit while holding live victim, or took a lot of damage
|
|
&& self->client->ps.legsAnim != BOTH_STAND1TO2
|
|
&& TIMER_Done( self, "takingPain" ) )
|
|
{
|
|
if ( !Rancor_CheckRoar( self ) )
|
|
{
|
|
if ( self->client->ps.legsAnim != BOTH_MELEE1
|
|
&& self->client->ps.legsAnim != BOTH_MELEE2
|
|
&& self->client->ps.legsAnim != BOTH_ATTACK2
|
|
&& self->client->ps.legsAnim != BOTH_ATTACK10
|
|
&& self->client->ps.legsAnim != BOTH_ATTACK11 )
|
|
{//cant interrupt one of the big attack anims
|
|
/*
|
|
if ( self->count != 1
|
|
|| other == self->activator
|
|
|| (self->client->ps.legsAnim != BOTH_ATTACK1&&self->client->ps.legsAnim != BOTH_ATTACK3) )
|
|
*/
|
|
{//if going to bite our victim, only victim can interrupt that anim
|
|
if ( self->health > 100 || hitByRancor )
|
|
{
|
|
TIMER_Remove( self, "attacking" );
|
|
|
|
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
|
|
|
|
if ( self->count == 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)) );
|
|
|
|
if ( self->NPC )
|
|
{
|
|
self->NPC->localState = LSTATE_WAITING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//let go
|
|
/*
|
|
if ( !Q_irand( 0, 3 ) && self->count == 1 )
|
|
{
|
|
Rancor_DropVictim( self );
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
void Rancor_CheckDropVictim( void )
|
|
{
|
|
if ( (NPC->spawnflags&SPF_RANCOR_FASTKILL)
|
|
&& NPC->activator->s.number >= MAX_CLIENTS )
|
|
{
|
|
return;
|
|
}
|
|
vec3_t mins={NPC->activator->mins[0]-1,NPC->activator->mins[1]-1,0};
|
|
vec3_t maxs={NPC->activator->maxs[0]+1,NPC->activator->maxs[1]+1,1};
|
|
vec3_t start={NPC->activator->currentOrigin[0],NPC->activator->currentOrigin[1],NPC->activator->absmin[2]};
|
|
vec3_t end={NPC->activator->currentOrigin[0],NPC->activator->currentOrigin[1],NPC->activator->absmax[2]-1};
|
|
trace_t trace;
|
|
gi.trace( &trace, start, mins, maxs, end, NPC->activator->s.number, NPC->activator->clipmask );
|
|
if ( !trace.allsolid && !trace.startsolid && trace.fraction >= 1.0f )
|
|
{
|
|
Rancor_DropVictim( NPC );
|
|
}
|
|
}
|
|
|
|
qboolean Rancor_AttackBBrush( void )
|
|
{
|
|
trace_t trace;
|
|
vec3_t center;
|
|
vec3_t dir2Brush, end;
|
|
float checkDist = 64.0f;//32.0f;
|
|
|
|
if ( VectorCompare( NPCInfo->blockedEntity->s.origin, vec3_origin ) )
|
|
{//no origin brush, calc center
|
|
VectorAdd( NPCInfo->blockedEntity->mins, NPCInfo->blockedEntity->maxs, center );
|
|
VectorScale( center, 0.5f, center );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( NPCInfo->blockedEntity->s.origin, center );
|
|
}
|
|
if ( NAVDEBUG_showCollision )
|
|
{
|
|
CG_DrawEdge( NPC->currentOrigin, center, EDGE_IMPACT_POSSIBLE );
|
|
}
|
|
center[2] = NPC->currentOrigin[2];//we can't fly, so let's ignore z diff
|
|
NPC_FacePosition( center, qfalse );
|
|
//see if we're close to it
|
|
VectorSubtract( center, NPC->currentOrigin, dir2Brush );
|
|
float brushSize = ((NPCInfo->blockedEntity->maxs[0] - NPCInfo->blockedEntity->mins[0])*0.5f+(NPCInfo->blockedEntity->maxs[1] - NPCInfo->blockedEntity->mins[1])*0.5f) * 0.5f;
|
|
float dist2Brush = VectorNormalize( dir2Brush )-(NPC->maxs[0])-brushSize;
|
|
if ( dist2Brush < (MIN_DISTANCE*NPC->s.modelScale[0]) )
|
|
{//close enough to just hit it
|
|
trace.fraction = 0.0f;
|
|
trace.entityNum = NPCInfo->blockedEntity->s.number;
|
|
}
|
|
else
|
|
{
|
|
VectorMA( NPC->currentOrigin, checkDist, dir2Brush, end );
|
|
gi.trace( &trace, NPC->currentOrigin, NPC->mins, NPC->maxs, end, NPC->s.number, NPC->clipmask );
|
|
if ( trace.allsolid || trace.startsolid )
|
|
{//wtf?
|
|
NPCInfo->blockedEntity = NULL;
|
|
return qfalse;
|
|
}
|
|
}
|
|
if ( trace.fraction >= 1.0f //too far away
|
|
|| trace.entityNum != NPCInfo->blockedEntity->s.number )//OR blocked by something else
|
|
{//keep moving towards it
|
|
ucmd.buttons &= ~BUTTON_WALKING; // Unset from MoveToGoal()
|
|
STEER::Activate(NPC);
|
|
STEER::Seek(NPC, center);
|
|
STEER::AvoidCollisions(NPC);
|
|
STEER::DeActivate(NPC, &ucmd);
|
|
/*
|
|
VectorCopy( dir2Brush, NPC->client->ps.moveDir );
|
|
if ( NPC->client->ps.speed < NPCInfo->stats.walkSpeed )
|
|
{
|
|
NPC->client->ps.speed = NPCInfo->stats.walkSpeed;
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
}
|
|
*/
|
|
//NPCInfo->enemyLastSeenTime = level.time;
|
|
//let the function that called us know that we called NAV ourselves
|
|
}
|
|
else if ( trace.entityNum == NPCInfo->blockedEntity->s.number )
|
|
{//close enough, smash it!
|
|
Rancor_Attack( (trace.fraction*checkDist), qfalse, qtrue );//FIXME: maybe charge at it, smash through?
|
|
TIMER_Remove( NPC, "attackDebounce" );//don't wait on these
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
}
|
|
else
|
|
{
|
|
//Com_Printf( S_COLOR_RED"RANCOR cannot reach intended breakable %s, blocked by %s\n", NPC->blockedEntity->targetname, g_entities[trace.entityNum].classname );
|
|
if ( G_EntIsBreakable( trace.entityNum, NPC ) )
|
|
{//oh, well, smash that, then
|
|
//G_SetEnemy( NPC, &g_entities[trace.entityNum] );
|
|
gentity_t* prevblockedEnt = NPCInfo->blockedEntity;
|
|
NPCInfo->blockedEntity = &g_entities[trace.entityNum];
|
|
Rancor_Attack( (trace.fraction*checkDist), qfalse, qtrue );//FIXME: maybe charge at it, smash through?
|
|
TIMER_Remove( NPC, "attackDebounce" );//don't wait on these
|
|
NPCInfo->enemyLastSeenTime = level.time;
|
|
NPCInfo->blockedEntity = prevblockedEnt;
|
|
}
|
|
else
|
|
{
|
|
NPCInfo->blockedEntity = NULL;
|
|
return qfalse;
|
|
}
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
void Rancor_FireBreathAttack( void )
|
|
{
|
|
int damage = Q_irand( 10, 15 );
|
|
trace_t tr;
|
|
gentity_t *traceEnt = NULL;
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t start, end, dir, traceMins = {-4, -4, -4}, traceMaxs = {4, 4, 4};
|
|
vec3_t rancAngles = {0,NPC->client->ps.viewangles[YAW],0};
|
|
|
|
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel, NPC->gutBolt,
|
|
&boltMatrix, rancAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
|
|
NULL, NPC->s.modelScale );
|
|
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, start );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Z, dir );
|
|
VectorMA( start, 512, dir, end );
|
|
|
|
gi.trace( &tr, start, traceMins, traceMaxs, end, NPC->s.number, MASK_SHOT );
|
|
|
|
traceEnt = &g_entities[tr.entityNum];
|
|
if ( tr.entityNum < ENTITYNUM_WORLD
|
|
&& traceEnt->takedamage
|
|
&& traceEnt->client )
|
|
{//breath attack only does damage to living things
|
|
G_Damage( traceEnt, NPC, NPC, dir, tr.endpos, damage*2, DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC|DAMAGE_IGNORE_TEAM, MOD_LAVA, HL_NONE );
|
|
}
|
|
if ( tr.fraction < 1.0f )
|
|
{//hit something, do radius damage
|
|
G_RadiusDamage( tr.endpos, NPC, damage, 250, NPC, MOD_LAVA );
|
|
}
|
|
}
|
|
|
|
void Rancor_CheckAnimDamage( void )
|
|
{
|
|
if ( NPC->client->ps.legsAnim == BOTH_ATTACK2
|
|
|| NPC->client->ps.legsAnim == BOTH_ATTACK10
|
|
|| NPC->client->ps.legsAnim == BOTH_ATTACK11 )
|
|
{
|
|
if ( NPC->client->ps.legsAnimTimer >= 1200 && NPC->client->ps.legsAnimTimer <= 1350 )
|
|
{
|
|
if ( Q_irand( 0, 2 ) )
|
|
{
|
|
Rancor_Swing( NPC->handRBolt, qfalse );
|
|
}
|
|
else
|
|
{
|
|
Rancor_Swing( NPC->handRBolt, qtrue );
|
|
}
|
|
}
|
|
else if ( NPC->client->ps.legsAnimTimer >= 1100 && NPC->client->ps.legsAnimTimer <= 1550 )
|
|
{
|
|
Rancor_Swing( NPC->handRBolt, qtrue );
|
|
}
|
|
}
|
|
else if ( NPC->client->ps.legsAnim == BOTH_ATTACK5 )
|
|
{
|
|
if ( NPC->client->ps.legsAnimTimer >= 750 && NPC->client->ps.legsAnimTimer <= 1300 )
|
|
{
|
|
Rancor_Swing( NPC->handLBolt, qfalse );
|
|
}
|
|
else if ( NPC->client->ps.legsAnimTimer >= 1700 && NPC->client->ps.legsAnimTimer <= 2300 )
|
|
{
|
|
Rancor_Swing( NPC->handRBolt, qfalse );
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
-------------------------
|
|
NPC_BSRancor_Default
|
|
-------------------------
|
|
*/
|
|
void NPC_BSRancor_Default( void )
|
|
{
|
|
AddSightEvent( NPC, NPC->currentOrigin, 1024, AEL_DANGER_GREAT, 50 );
|
|
|
|
if (NPCInfo->blockedEntity && TIMER_Done(NPC, "blockedEntityIgnore"))
|
|
{
|
|
if (!TIMER_Exists(NPC, "blockedEntityTimeOut"))
|
|
{
|
|
TIMER_Set(NPC, "blockedEntityTimeOut", 5000);
|
|
}
|
|
else if (TIMER_Done(NPC, "blockedEntityTimeOut"))
|
|
{
|
|
TIMER_Remove(NPC, "blockedEntityTimeOut");
|
|
TIMER_Set(NPC, "blockedEntityIgnore", 25000);
|
|
NPCInfo->blockedEntity = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TIMER_Remove(NPC, "blockedEntityTimeOut");
|
|
TIMER_Remove(NPC, "blockedEntityIgnore");
|
|
}
|
|
|
|
Rancor_CheckAnimDamage();
|
|
|
|
if ( !TIMER_Done( NPC, "breathAttack" ) )
|
|
{//doing breath attack, just do damage
|
|
Rancor_FireBreathAttack();
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
else if ( NPC->client->ps.legsAnim == BOTH_ATTACK4
|
|
|| NPC->client->ps.legsAnim == BOTH_ATTACK6
|
|
|| NPC->client->ps.legsAnim == BOTH_ATTACK7 )
|
|
{
|
|
G_StopEffect( G_EffectIndex( "mrancor/breath" ), NPC->playerModel, NPC->gutBolt, NPC->s.number );
|
|
NPC->s.loopSound = 0;
|
|
}
|
|
|
|
if ( TIMER_Done2( NPC, "clearGrabbed", qtrue ) )
|
|
{
|
|
Rancor_DropVictim( NPC );
|
|
}
|
|
else if ( (NPC->client->ps.legsAnim == BOTH_PAIN2 || NPC->client->ps.legsAnim == BOTH_HOLD_DROP )
|
|
&& NPC->count == 1
|
|
&& NPC->activator )
|
|
{
|
|
Rancor_CheckDropVictim();
|
|
}
|
|
if ( !TIMER_Done( NPC, "rageTime" ) )
|
|
{//do nothing but roar first time we see an enemy
|
|
AddSoundEvent( NPC, NPC->currentOrigin, 1024, AEL_DANGER_GREAT, qfalse, qfalse );
|
|
NPC_FaceEnemy( 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, "confusionTime" ) )
|
|
{
|
|
NPC_UpdateAngles( qtrue, 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 as scary as me anyway)
|
|
{//they should be scared of ME and no-one else
|
|
G_SetEnemy( NPC->enemy, NPC );
|
|
}
|
|
if ( TIMER_Done(NPC,"angrynoise") )
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/rancor/anger%d.wav", Q_irand(1, 3)) );
|
|
|
|
TIMER_Set( NPC, "angrynoise", Q_irand( 5000, 10000 ) );
|
|
}
|
|
else
|
|
{
|
|
AddSoundEvent( NPC, NPC->currentOrigin, 512, AEL_DANGER_GREAT, qfalse, qfalse );
|
|
}
|
|
if ( NPC->count == 2 && NPC->client->ps.legsAnim == BOTH_ATTACK3 )
|
|
{//we're still chewing our enemy up
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
//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_RANCOR )
|
|
{//got mad at another Rancor, look for a valid enemy
|
|
if ( TIMER_Done( NPC, "rancorInfight" ) )
|
|
{
|
|
NPC_CheckEnemyExt( qtrue );
|
|
}
|
|
}
|
|
else if ( !NPC->count )
|
|
{
|
|
if ( NPCInfo->blockedEntity )
|
|
{//something in our way
|
|
if ( !NPCInfo->blockedEntity->inuse )
|
|
{//was destroyed
|
|
NPCInfo->blockedEntity = NULL;
|
|
}
|
|
else
|
|
{
|
|
//a breakable?
|
|
if ( G_EntIsBreakable( NPCInfo->blockedEntity->s.number, NPC ) )
|
|
{//breakable brush
|
|
if ( !Rancor_AttackBBrush() )
|
|
{//didn't move inside that func, so call move here...?
|
|
Rancor_Move( 1 );
|
|
}
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
else
|
|
{//if it's a client and in our way, get mad at it!
|
|
if ( NPCInfo->blockedEntity != NPC->enemy
|
|
&& NPCInfo->blockedEntity->client
|
|
&& NPC_ValidEnemy( NPCInfo->blockedEntity )
|
|
&& !Q_irand( 0, 9 ) )
|
|
{
|
|
G_SetEnemy( NPC, NPCInfo->blockedEntity );
|
|
//look again in 2-5 secs
|
|
TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 2000, 5000 ) );
|
|
NPCInfo->blockedEntity = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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 )
|
|
|| (NPC->spawnflags&SPF_RANCOR_FASTKILL) )//don't linger on dead bodies
|
|
{//it's been a while since the enemy died, or enemy is completely gone, get bored with him
|
|
if ( (NPC->spawnflags&SPF_RANCOR_MUTANT)
|
|
&& player && player->health >= 0 )
|
|
{//all else failing, always go after the player
|
|
NPC->lastEnemy = NPC->enemy;
|
|
G_SetEnemy( NPC, player );
|
|
if ( NPC->enemy != NPC->lastEnemy )
|
|
{//clear this so that we only sniff the player the first time we pick them up
|
|
NPC->useDebounceTime = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC->enemy = NULL;
|
|
Rancor_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 ) );
|
|
}
|
|
}
|
|
}
|
|
Rancor_Combat();
|
|
if ( TIMER_Done( NPC, "attacking" )
|
|
&& TIMER_Done( NPC, "takingpain" )
|
|
&& TIMER_Done( NPC, "confusionDebounce" )
|
|
&& NPCInfo->localState == LSTATE_CLEAR
|
|
&& !NPC->count )
|
|
{//not busy
|
|
if ( !ucmd.forwardmove
|
|
&& !ucmd.rightmove
|
|
&& VectorCompare( NPC->client->ps.moveDir, vec3_origin ) )
|
|
{//not moving
|
|
if ( level.time - NPCInfo->enemyLastSeenTime > 5000 )
|
|
{//haven't seen an enemy in a while
|
|
if ( !Q_irand( 0, 20 ) )
|
|
{
|
|
if ( Q_irand( 0, 1 ) )
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_GUARD_IDLE1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_GUARD_LOOKAROUND1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
TIMER_Set( NPC, "confusionTime", NPC->client->ps.legsAnimTimer );
|
|
TIMER_Set( NPC, "confusionDebounce", NPC->client->ps.legsAnimTimer+Q_irand( 4000, 8000 ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( TIMER_Done(NPC,"idlenoise") )
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/rancor/snort_%d.wav", Q_irand(1, 4)) );
|
|
|
|
TIMER_Set( NPC, "idlenoise", Q_irand( 2000, 4000 ) );
|
|
AddSoundEvent( NPC, NPC->currentOrigin, 384, AEL_DANGER, qfalse, qfalse );
|
|
}
|
|
if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
Rancor_Patrol();
|
|
if ( !NPC->enemy && NPC->wait )
|
|
{//we've been mad before and can't find an enemy
|
|
if ( (NPC->spawnflags&SPF_RANCOR_MUTANT)
|
|
&& player && player->health >= 0 )
|
|
{//all else failing, always go after the player
|
|
NPC->lastEnemy = NPC->enemy;
|
|
G_SetEnemy( NPC, player );
|
|
if ( NPC->enemy != NPC->lastEnemy )
|
|
{//clear this so that we only sniff the player the first time we pick them up
|
|
NPC->useDebounceTime = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Rancor_Idle();
|
|
}
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|