// leave this line at the top of all AI_xxxx.cpp files for PCH reasons... #include "g_headers.h" #include "b_local.h" extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath ); // 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_MineMonster_Precache ------------------------- */ void NPC_MineMonster_Precache( void ) { for ( int i = 0; i < 4; i++ ) { G_SoundIndex( va("sound/chars/mine/misc/bite%i.wav", i+1 )); G_SoundIndex( va("sound/chars/mine/misc/miss%i.wav", i+1 )); } } /* ------------------------- MineMonster_Idle ------------------------- */ void MineMonster_Idle( void ) { if ( UpdateGoal() ) { ucmd.buttons &= ~BUTTON_WALKING; NPC_MoveToGoal( qtrue ); } } /* ------------------------- MineMonster_Patrol ------------------------- */ void MineMonster_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 ) { MineMonster_Idle(); return; } } /* ------------------------- MineMonster_Move ------------------------- */ void MineMonster_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 MineMonster_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 >= 0 && tr.entityNum < ENTITYNUM_NONE ) { G_Damage( &g_entities[tr.entityNum], NPC, NPC, dir, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/mine/misc/bite%i.wav", Q_irand(1,4))); } else { G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/mine/misc/miss%i.wav", Q_irand(1,4))); } } //------------------------------ void MineMonster_Attack( void ) { if ( !TIMER_Exists( NPC, "attacking" )) { // usually try and play a jump attack if the player somehow got above them....or just really rarely if ( NPC->enemy && ((NPC->enemy->currentOrigin[2] - NPC->currentOrigin[2] > 10 && random() > 0.1f ) || random() > 0.8f )) { // Going to do ATTACK4 TIMER_Set( NPC, "attacking", 1650 + random() * 350 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attack2_dmg", 1250 ); // level two damage } else if ( random() > 0.5f ) { if ( random() > 0.8f ) { // Going to do ATTACK3, (rare) TIMER_Set( NPC, "attacking", 1150 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attack2_dmg", 450 ); // level two damage } else { // Going to do ATTACK1 TIMER_Set( NPC, "attacking", 1150 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attack1_dmg", 650 ); // level one damage } } else { // Going to do ATTACK2 TIMER_Set( NPC, "attacking", 1700 ); NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TIMER_Set( NPC, "attack1_dmg", 1050 ); // level one damage } } // Need to do delayed damage since the attack animations encapsulate multiple mini-attacks if ( TIMER_Done2( NPC, "attack1_dmg", qtrue )) { MineMonster_TryDamage( NPC->enemy, 5 ); } if ( TIMER_Done2( NPC, "attack2_dmg", qtrue )) { MineMonster_TryDamage( NPC->enemy, 10 ); } // Just using this to remove the attacking flag at the right time TIMER_Done2( NPC, "attacking", qtrue ); } //---------------------------------- void MineMonster_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 { MineMonster_Move( 1 ); } } else { MineMonster_Attack(); } } /* ------------------------- NPC_MineMonster_Pain ------------------------- */ void NPC_MineMonster_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc ) { G_AddEvent( self, EV_PAIN, floor((float)self->health/self->max_health*100.0f) ); if ( damage >= 10 ) { TIMER_Remove( self, "attacking" ); TIMER_Set( self, "takingPain", 2400 ); 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_BSMineMonster_Default ------------------------- */ void NPC_BSMineMonster_Default( void ) { if ( NPC->enemy ) { MineMonster_Combat(); } else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { MineMonster_Patrol(); } else { MineMonster_Idle(); } NPC_UpdateAngles( qtrue, qtrue ); }