jedioutcast/code/game/AI_Howler.cpp

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2013-04-04 14:52:42 +00:00
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
#include "g_headers.h"
#include "b_local.h"
// These define the working combat range for these suckers
#define MIN_DISTANCE 54
#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
#define MAX_DISTANCE 128
#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
#define LSTATE_CLEAR 0
#define LSTATE_WAITING 1
/*
-------------------------
NPC_Howler_Precache
-------------------------
*/
void NPC_Howler_Precache( void )
{
}
/*
-------------------------
Howler_Idle
-------------------------
*/
void Howler_Idle( void )
{
}
/*
-------------------------
Howler_Patrol
-------------------------
*/
void Howler_Patrol( void )
{
NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
else
{
if ( TIMER_Done( NPC, "patrolTime" ))
{
TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
}
}
vec3_t dif;
VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );
if ( VectorLengthSquared( dif ) < 256 * 256 )
{
G_SetEnemy( NPC, &g_entities[0] );
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
Howler_Idle();
return;
}
}
/*
-------------------------
Howler_Move
-------------------------
*/
void Howler_Move( qboolean visible )
{
if ( NPCInfo->localState != LSTATE_WAITING )
{
NPCInfo->goalEntity = NPC->enemy;
NPC_MoveToGoal( qtrue );
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
}
}
//---------------------------------------------------------
void Howler_TryDamage( gentity_t *enemy, int damage )
{
vec3_t end, dir;
trace_t tr;
if ( !enemy )
{
return;
}
AngleVectors( NPC->client->ps.viewangles, dir, NULL, NULL );
VectorMA( NPC->currentOrigin, MIN_DISTANCE, dir, end );
// Should probably trace from the mouth, but, ah well.
gi.trace( &tr, NPC->currentOrigin, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT );
if ( tr.entityNum != ENTITYNUM_WORLD )
{
G_Damage( &g_entities[tr.entityNum], NPC, NPC, dir, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
}
}
//------------------------------
void Howler_Attack( void )
{
if ( !TIMER_Exists( NPC, "attacking" ))
{
// Going to do ATTACK1
TIMER_Set( NPC, "attacking", 1700 + random() * 200 );
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPC, "attack_dmg", 200 ); // level two damage
}
// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
if ( TIMER_Done2( NPC, "attack_dmg", qtrue ))
{
Howler_TryDamage( NPC->enemy, 5 );
}
// Just using this to remove the attacking flag at the right time
TIMER_Done2( NPC, "attacking", qtrue );
}
//----------------------------------
void Howler_Combat( void )
{
// 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;
NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
NPC_MoveToGoal( qtrue );
return;
}
// 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 = DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
qboolean advance = (qboolean)( distance > MIN_DISTANCE_SQR ? qtrue : 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
{
Howler_Move( 1 );
}
}
else
{
Howler_Attack();
}
}
/*
-------------------------
NPC_Howler_Pain
-------------------------
*/
void NPC_Howler_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc )
{
if ( damage >= 10 )
{
TIMER_Remove( self, "attacking" );
TIMER_Set( self, "takingPain", 2900 );
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
if ( self->NPC )
{
self->NPC->localState = LSTATE_WAITING;
}
}
}
/*
-------------------------
NPC_BSHowler_Default
-------------------------
*/
void NPC_BSHowler_Default( void )
{
if ( NPC->enemy )
{
Howler_Combat();
}
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
Howler_Patrol();
}
else
{
Howler_Idle();
}
NPC_UpdateAngles( qtrue, qtrue );
}