219 lines
4.8 KiB
C++
219 lines
4.8 KiB
C++
// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
|
|
#include "g_headers.h"
|
|
|
|
|
|
#include "b_local.h"
|
|
|
|
// These define the working combat range for these suckers
|
|
#define MIN_DISTANCE 54
|
|
#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
|
|
|
|
#define MAX_DISTANCE 128
|
|
#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
|
|
|
|
#define LSTATE_CLEAR 0
|
|
#define LSTATE_WAITING 1
|
|
|
|
/*
|
|
-------------------------
|
|
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 );
|
|
}
|