mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-15 08:52:15 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
767 lines
19 KiB
C++
767 lines
19 KiB
C++
/*
|
|
===========================================================================
|
|
Copyright (C) 2000 - 2013, Raven Software, Inc.
|
|
Copyright (C) 2001 - 2013, Activision, Inc.
|
|
Copyright (C) 2013 - 2015, OpenJK contributors
|
|
|
|
This file is part of the OpenJK source code.
|
|
|
|
OpenJK is free software; you can redistribute it and/or modify it
|
|
under the terms of the GNU General Public License version 2 as
|
|
published by the Free Software Foundation.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|
===========================================================================
|
|
*/
|
|
|
|
#include "b_local.h"
|
|
#include "g_nav.h"
|
|
#include "../cgame/cg_local.h"
|
|
#include "g_functions.h"
|
|
|
|
#define MIN_MELEE_RANGE 320
|
|
#define MIN_MELEE_RANGE_SQR ( MIN_MELEE_RANGE * MIN_MELEE_RANGE )
|
|
|
|
#define MIN_DISTANCE 128
|
|
#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
|
|
|
|
#define TURN_OFF 0x00000100
|
|
|
|
#define LEFT_ARM_HEALTH 40
|
|
#define RIGHT_ARM_HEALTH 40
|
|
#define AMMO_POD_HEALTH 40
|
|
|
|
#define BOWCASTER_VELOCITY 1300
|
|
#define BOWCASTER_NPC_DAMAGE_EASY 12
|
|
#define BOWCASTER_NPC_DAMAGE_NORMAL 24
|
|
#define BOWCASTER_NPC_DAMAGE_HARD 36
|
|
#define BOWCASTER_SIZE 2
|
|
#define BOWCASTER_SPLASH_DAMAGE 0
|
|
#define BOWCASTER_SPLASH_RADIUS 0
|
|
|
|
//Local state enums
|
|
enum
|
|
{
|
|
LSTATE_NONE = 0,
|
|
LSTATE_ASLEEP,
|
|
LSTATE_WAKEUP,
|
|
LSTATE_FIRED0,
|
|
LSTATE_FIRED1,
|
|
LSTATE_FIRED2,
|
|
LSTATE_FIRED3,
|
|
LSTATE_FIRED4,
|
|
};
|
|
|
|
qboolean NPC_CheckPlayerTeamStealth( void );
|
|
gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life, gentity_t *owner, qboolean altFire = qfalse );
|
|
void Mark1_BlasterAttack(qboolean advance);
|
|
void DeathFX( gentity_t *ent );
|
|
extern gitem_t *FindItemForAmmo( ammo_t ammo );
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Mark1_Precache
|
|
-------------------------
|
|
*/
|
|
void NPC_Mark1_Precache(void)
|
|
{
|
|
G_SoundIndex( "sound/chars/mark1/misc/mark1_wakeup");
|
|
G_SoundIndex( "sound/chars/mark1/misc/shutdown");
|
|
G_SoundIndex( "sound/chars/mark1/misc/walk");
|
|
G_SoundIndex( "sound/chars/mark1/misc/run");
|
|
G_SoundIndex( "sound/chars/mark1/misc/death1");
|
|
G_SoundIndex( "sound/chars/mark1/misc/death2");
|
|
G_SoundIndex( "sound/chars/mark1/misc/anger");
|
|
G_SoundIndex( "sound/chars/mark1/misc/mark1_fire");
|
|
G_SoundIndex( "sound/chars/mark1/misc/mark1_pain");
|
|
G_SoundIndex( "sound/chars/mark1/misc/mark1_explo");
|
|
|
|
// G_EffectIndex( "small_chunks");
|
|
G_EffectIndex( "env/med_explode2");
|
|
G_EffectIndex( "explosions/probeexplosion1");
|
|
G_EffectIndex( "blaster/smoke_bolton");
|
|
G_EffectIndex( "bryar/muzzle_flash");
|
|
G_EffectIndex( "explosions/droidexplosion1" );
|
|
|
|
RegisterItem( FindItemForAmmo( AMMO_METAL_BOLTS));
|
|
RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
|
|
RegisterItem( FindItemForWeapon( WP_BOWCASTER ));
|
|
RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ));
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Mark1_Part_Explode
|
|
-------------------------
|
|
*/
|
|
void NPC_Mark1_Part_Explode( gentity_t *self, int bolt )
|
|
{
|
|
if ( bolt >=0 )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t org, dir;
|
|
|
|
gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel,
|
|
bolt,
|
|
&boltMatrix, self->currentAngles, self->currentOrigin, (cg.time?cg.time:level.time),
|
|
NULL, self->s.modelScale );
|
|
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );
|
|
|
|
G_PlayEffect( "env/med_explode2", org, dir );
|
|
G_PlayEffect( G_EffectIndex("blaster/smoke_bolton"), self->playerModel, bolt, self->s.number, org );
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_Idle
|
|
-------------------------
|
|
*/
|
|
void Mark1_Idle( void )
|
|
{
|
|
|
|
NPC_BSIdle();
|
|
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_SLEEP1, SETANIM_FLAG_NORMAL );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1Dead_FireRocket
|
|
- Shoot the left weapon, the multi-blaster
|
|
-------------------------
|
|
*/
|
|
void Mark1Dead_FireRocket (void)
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t muzzle1,muzzle_dir;
|
|
|
|
int damage = 50;
|
|
|
|
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
|
|
NPC->genericBolt5,
|
|
&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
|
|
NULL, NPC->s.modelScale );
|
|
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, muzzle_dir );
|
|
|
|
G_PlayEffect( "bryar/muzzle_flash", muzzle1, muzzle_dir );
|
|
|
|
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));
|
|
|
|
gentity_t *missile = CreateMissile( muzzle1, muzzle_dir, BOWCASTER_VELOCITY, 10000, NPC );
|
|
|
|
missile->classname = "bowcaster_proj";
|
|
missile->s.weapon = WP_BOWCASTER;
|
|
|
|
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
|
|
VectorScale( missile->maxs, -1, missile->mins );
|
|
|
|
missile->damage = damage;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
|
|
missile->methodOfDeath = MOD_ENERGY;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
|
|
missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
|
|
|
|
// we don't want it to bounce
|
|
missile->bounceCount = 0;
|
|
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1Dead_FireBlaster
|
|
- Shoot the left weapon, the multi-blaster
|
|
-------------------------
|
|
*/
|
|
void Mark1Dead_FireBlaster (void)
|
|
{
|
|
vec3_t muzzle1,muzzle_dir;
|
|
gentity_t *missile;
|
|
mdxaBone_t boltMatrix;
|
|
int bolt;
|
|
|
|
bolt = NPC->genericBolt1;
|
|
|
|
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
|
|
bolt,
|
|
&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
|
|
NULL, NPC->s.modelScale );
|
|
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, muzzle_dir );
|
|
|
|
G_PlayEffect( "bryar/muzzle_flash", muzzle1, muzzle_dir );
|
|
|
|
missile = CreateMissile( muzzle1, muzzle_dir, 1600, 10000, NPC );
|
|
|
|
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));
|
|
|
|
missile->classname = "bryar_proj";
|
|
missile->s.weapon = WP_BRYAR_PISTOL;
|
|
|
|
missile->damage = 1;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
|
|
missile->methodOfDeath = MOD_ENERGY;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_die
|
|
-------------------------
|
|
*/
|
|
void Mark1_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
|
|
{
|
|
/*
|
|
int anim;
|
|
|
|
// Is he dead already?
|
|
anim = self->client->ps.legsAnim;
|
|
if (((anim==BOTH_DEATH1) || (anim==BOTH_DEATH2)) && (self->client->ps.torsoAnimTimer==0))
|
|
{ // This is because self->health keeps getting zeroed out. HL_NONE acts as health in this case.
|
|
self->locationDamage[HL_NONE] += damage;
|
|
if (self->locationDamage[HL_NONE] > 50)
|
|
{
|
|
DeathFX(self);
|
|
self->client->ps.eFlags |= EF_NODRAW;
|
|
self->contents = CONTENTS_CORPSE;
|
|
// G_FreeEntity( self ); // Is this safe? I can't see why we'd mark it nodraw and then just leave it around??
|
|
self->e_ThinkFunc = thinkF_G_FreeEntity;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
return;
|
|
}
|
|
*/
|
|
|
|
G_Sound( self, G_SoundIndex(va("sound/chars/mark1/misc/death%d.wav",Q_irand( 1, 2))));
|
|
|
|
// Choose a death anim
|
|
if (Q_irand( 1, 10) > 5)
|
|
{
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_DEATH2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_DEATH1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_dying
|
|
-------------------------
|
|
*/
|
|
void Mark1_dying( gentity_t *self )
|
|
{
|
|
int num,newBolt;
|
|
|
|
if (self->client->ps.torsoAnimTimer>0)
|
|
{
|
|
if (TIMER_Done(self,"dyingExplosion"))
|
|
{
|
|
num = Q_irand( 1, 3);
|
|
|
|
// Find place to generate explosion
|
|
if (num == 1)
|
|
{
|
|
num = Q_irand( 8, 10);
|
|
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*flash%d",num) );
|
|
NPC_Mark1_Part_Explode(self,newBolt);
|
|
}
|
|
else
|
|
{
|
|
num = Q_irand( 1, 6);
|
|
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",num) );
|
|
NPC_Mark1_Part_Explode(self,newBolt);
|
|
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",num), TURN_OFF );
|
|
}
|
|
|
|
TIMER_Set( self, "dyingExplosion", Q_irand( 300, 1000 ) );
|
|
}
|
|
|
|
|
|
// int dir;
|
|
// vec3_t right;
|
|
|
|
// Shove to the side
|
|
// AngleVectors( self->client->renderInfo.eyeAngles, NULL, right, NULL );
|
|
// VectorMA( self->client->ps.velocity, -80, right, self->client->ps.velocity );
|
|
|
|
// See which weapons are there
|
|
// Randomly fire blaster
|
|
if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" )) // Is the blaster still on the model?
|
|
{
|
|
if (Q_irand( 1, 5) == 1)
|
|
{
|
|
SaveNPCGlobals();
|
|
SetNPCGlobals( self );
|
|
Mark1Dead_FireBlaster();
|
|
RestoreNPCGlobals();
|
|
}
|
|
}
|
|
|
|
// Randomly fire rocket
|
|
if (!gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" )) // Is the rocket still on the model?
|
|
{
|
|
if (Q_irand( 1, 10) == 1)
|
|
{
|
|
SaveNPCGlobals();
|
|
SetNPCGlobals( self );
|
|
Mark1Dead_FireRocket();
|
|
RestoreNPCGlobals();
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_Mark1_Pain
|
|
- look at what was hit and see if it should be removed from the model.
|
|
-------------------------
|
|
*/
|
|
void NPC_Mark1_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
|
|
{
|
|
int newBolt,i,chance;
|
|
|
|
NPC_Pain( self, inflictor, other, point, damage, mod );
|
|
|
|
G_Sound( self, G_SoundIndex("sound/chars/mark1/misc/mark1_pain"));
|
|
|
|
// Hit in the CHEST???
|
|
if (hitLoc==HL_CHEST)
|
|
{
|
|
chance = Q_irand( 1, 4);
|
|
|
|
if ((chance == 1) && (damage > 5))
|
|
{
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
// Hit in the left arm?
|
|
else if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH))
|
|
{
|
|
if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH) // Blow it up?
|
|
{
|
|
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" );
|
|
if ( newBolt != -1 )
|
|
{
|
|
NPC_Mark1_Part_Explode(self,newBolt);
|
|
}
|
|
|
|
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "l_arm", TURN_OFF );
|
|
}
|
|
}
|
|
// Hit in the right arm?
|
|
else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH)) // Blow it up?
|
|
{
|
|
if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH)
|
|
{
|
|
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" );
|
|
if ( newBolt != -1 )
|
|
{
|
|
// G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number);
|
|
NPC_Mark1_Part_Explode( self, newBolt );
|
|
}
|
|
|
|
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "r_arm", TURN_OFF );
|
|
}
|
|
}
|
|
// Check ammo pods
|
|
else
|
|
{
|
|
for (i=0;i<6;i++)
|
|
{
|
|
if ((hitLoc==HL_GENERIC1+i) && (self->locationDamage[HL_GENERIC1+i] > AMMO_POD_HEALTH)) // Blow it up?
|
|
{
|
|
if (self->locationDamage[hitLoc] >= AMMO_POD_HEALTH)
|
|
{
|
|
newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], va("*torso_tube%d",(i+1)) );
|
|
if ( newBolt != -1 )
|
|
{
|
|
NPC_Mark1_Part_Explode(self,newBolt);
|
|
}
|
|
gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], va("torso_tube%d",(i+1)), TURN_OFF );
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Are both guns shot off?
|
|
if ((gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "l_arm" )) &&
|
|
(gi.G2API_GetSurfaceRenderStatus( &self->ghoul2[self->playerModel], "r_arm" )))
|
|
{
|
|
G_Damage(self,NULL,NULL,NULL,NULL,self->health,0,MOD_UNKNOWN);
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_Hunt
|
|
- look for enemy.
|
|
-------------------------`
|
|
*/
|
|
void Mark1_Hunt(void)
|
|
{
|
|
|
|
if ( NPCInfo->goalEntity == NULL )
|
|
{
|
|
NPCInfo->goalEntity = NPC->enemy;
|
|
}
|
|
|
|
NPC_FaceEnemy( qtrue );
|
|
|
|
NPCInfo->combatMove = qtrue;
|
|
NPC_MoveToGoal( qtrue );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_FireBlaster
|
|
- Shoot the left weapon, the multi-blaster
|
|
-------------------------
|
|
*/
|
|
void Mark1_FireBlaster(void)
|
|
{
|
|
vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1;
|
|
static vec3_t forward, vright, up;
|
|
gentity_t *missile;
|
|
mdxaBone_t boltMatrix;
|
|
int bolt;
|
|
|
|
// Which muzzle to fire from?
|
|
if ((NPCInfo->localState <= LSTATE_FIRED0) || (NPCInfo->localState == LSTATE_FIRED4))
|
|
{
|
|
NPCInfo->localState = LSTATE_FIRED1;
|
|
bolt = NPC->genericBolt1;
|
|
}
|
|
else if (NPCInfo->localState == LSTATE_FIRED1)
|
|
{
|
|
NPCInfo->localState = LSTATE_FIRED2;
|
|
bolt = NPC->genericBolt2;
|
|
}
|
|
else if (NPCInfo->localState == LSTATE_FIRED2)
|
|
{
|
|
NPCInfo->localState = LSTATE_FIRED3;
|
|
bolt = NPC->genericBolt3;
|
|
}
|
|
else
|
|
{
|
|
NPCInfo->localState = LSTATE_FIRED4;
|
|
bolt = NPC->genericBolt4;
|
|
}
|
|
|
|
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
|
|
bolt,
|
|
&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
|
|
NULL, NPC->s.modelScale );
|
|
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
|
|
|
|
if (NPC->health)
|
|
{
|
|
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
|
|
VectorSubtract (enemy_org1, muzzle1, delta1);
|
|
vectoangles ( delta1, angleToEnemy1 );
|
|
AngleVectors (angleToEnemy1, forward, vright, up);
|
|
}
|
|
else
|
|
{
|
|
AngleVectors (NPC->currentAngles, forward, vright, up);
|
|
}
|
|
|
|
G_PlayEffect( "bryar/muzzle_flash", muzzle1, forward );
|
|
|
|
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire"));
|
|
|
|
missile = CreateMissile( muzzle1, forward, 1600, 10000, NPC );
|
|
|
|
missile->classname = "bryar_proj";
|
|
missile->s.weapon = WP_BRYAR_PISTOL;
|
|
|
|
missile->damage = 1;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
|
|
missile->methodOfDeath = MOD_ENERGY;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_BlasterAttack
|
|
-------------------------
|
|
*/
|
|
void Mark1_BlasterAttack(qboolean advance )
|
|
{
|
|
int chance;
|
|
|
|
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
|
|
{
|
|
chance = Q_irand( 1, 5);
|
|
|
|
NPCInfo->burstCount++;
|
|
|
|
if (NPCInfo->burstCount<3) // Too few shots this burst?
|
|
{
|
|
chance = 2; // Force it to keep firing.
|
|
}
|
|
else if (NPCInfo->burstCount>12) // Too many shots fired this burst?
|
|
{
|
|
NPCInfo->burstCount = 0;
|
|
chance = 1; // Force it to stop firing.
|
|
}
|
|
|
|
// Stop firing.
|
|
if (chance == 1)
|
|
{
|
|
NPCInfo->burstCount = 0;
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000) );
|
|
NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running.
|
|
}
|
|
else
|
|
{
|
|
if (TIMER_Done( NPC, "attackDelay2" )) // Can't be shooting every frame.
|
|
{
|
|
TIMER_Set( NPC, "attackDelay2", Q_irand( 50, 50) );
|
|
Mark1_FireBlaster();
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
else if (advance)
|
|
{
|
|
if ( NPC->client->ps.torsoAnim == BOTH_ATTACK1 )
|
|
{
|
|
NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running.
|
|
}
|
|
Mark1_Hunt();
|
|
}
|
|
else // Make sure he's not firing.
|
|
{
|
|
if ( NPC->client->ps.torsoAnim == BOTH_ATTACK1 )
|
|
{
|
|
NPC->client->ps.torsoAnimTimer=0; // Just in case the firing anim is running.
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_FireRocket
|
|
-------------------------
|
|
*/
|
|
void Mark1_FireRocket(void)
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t muzzle1,enemy_org1,delta1,angleToEnemy1;
|
|
static vec3_t forward, vright, up;
|
|
|
|
int damage = 50;
|
|
|
|
gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->playerModel,
|
|
NPC->genericBolt5,
|
|
&boltMatrix, NPC->currentAngles, NPC->currentOrigin, (cg.time?cg.time:level.time),
|
|
NULL, NPC->s.modelScale );
|
|
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, muzzle1 );
|
|
|
|
// G_PlayEffect( "blaster/muzzle_flash", muzzle1 );
|
|
|
|
CalcEntitySpot( NPC->enemy, SPOT_HEAD, enemy_org1 );
|
|
VectorSubtract (enemy_org1, muzzle1, delta1);
|
|
vectoangles ( delta1, angleToEnemy1 );
|
|
AngleVectors (angleToEnemy1, forward, vright, up);
|
|
|
|
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_fire" ));
|
|
|
|
gentity_t *missile = CreateMissile( muzzle1, forward, BOWCASTER_VELOCITY, 10000, NPC );
|
|
|
|
missile->classname = "bowcaster_proj";
|
|
missile->s.weapon = WP_BOWCASTER;
|
|
|
|
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE );
|
|
VectorScale( missile->maxs, -1, missile->mins );
|
|
|
|
missile->damage = damage;
|
|
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
|
|
missile->methodOfDeath = MOD_ENERGY;
|
|
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
|
|
missile->splashDamage = BOWCASTER_SPLASH_DAMAGE;
|
|
missile->splashRadius = BOWCASTER_SPLASH_RADIUS;
|
|
|
|
// we don't want it to bounce
|
|
missile->bounceCount = 0;
|
|
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_RocketAttack
|
|
-------------------------
|
|
*/
|
|
void Mark1_RocketAttack( qboolean advance )
|
|
{
|
|
if ( TIMER_Done( NPC, "attackDelay" ) ) // Attack?
|
|
{
|
|
TIMER_Set( NPC, "attackDelay", Q_irand( 1000, 3000) );
|
|
NPC_SetAnim( NPC, SETANIM_TORSO, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
Mark1_FireRocket();
|
|
}
|
|
else if (advance)
|
|
{
|
|
Mark1_Hunt();
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_AttackDecision
|
|
-------------------------
|
|
*/
|
|
void Mark1_AttackDecision( void )
|
|
{
|
|
int blasterTest,rocketTest;
|
|
|
|
//randomly talk
|
|
if ( TIMER_Done(NPC,"patrolNoise") )
|
|
{
|
|
if (TIMER_Done(NPC,"angerNoise"))
|
|
{
|
|
// G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav", Q_irand(1, 4))));
|
|
TIMER_Set( NPC, "patrolNoise", Q_irand( 4000, 10000 ) );
|
|
}
|
|
}
|
|
|
|
// Enemy is dead or he has no enemy.
|
|
if ((NPC->enemy->health<1) || ( NPC_CheckEnemyExt() == qfalse ))
|
|
{
|
|
NPC->enemy = NULL;
|
|
return;
|
|
}
|
|
|
|
// Rate our distance to the target and visibility
|
|
float distance = (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );
|
|
distance_e distRate = ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
|
|
qboolean visible = NPC_ClearLOS( NPC->enemy );
|
|
qboolean advance = (qboolean)(distance > MIN_DISTANCE_SQR);
|
|
|
|
// If we cannot see our target, move to see it
|
|
if ((!visible) || (!NPC_FaceEnemy(qtrue)))
|
|
{
|
|
Mark1_Hunt();
|
|
return;
|
|
}
|
|
|
|
// See if the side weapons are there
|
|
blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "l_arm" );
|
|
rocketTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "r_arm" );
|
|
|
|
// It has both side weapons
|
|
if (!blasterTest && !rocketTest)
|
|
{
|
|
; // So do nothing.
|
|
}
|
|
else if (blasterTest)
|
|
{
|
|
distRate = DIST_LONG;
|
|
}
|
|
else if (rocketTest)
|
|
{
|
|
distRate = DIST_MELEE;
|
|
}
|
|
else // It should never get here, but just in case
|
|
{
|
|
NPC->health = 0;
|
|
NPC->client->ps.stats[STAT_HEALTH] = 0;
|
|
GEntity_DieFunc(NPC, NPC, NPC, 100, MOD_UNKNOWN);
|
|
}
|
|
|
|
// We can see enemy so shoot him if timers let you.
|
|
NPC_FaceEnemy( qtrue );
|
|
|
|
if (distRate == DIST_MELEE)
|
|
{
|
|
Mark1_BlasterAttack(advance);
|
|
}
|
|
else if (distRate == DIST_LONG)
|
|
{
|
|
Mark1_RocketAttack(advance);
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
Mark1_Patrol
|
|
-------------------------
|
|
*/
|
|
void Mark1_Patrol( void )
|
|
{
|
|
if ( NPC_CheckPlayerTeamStealth() )
|
|
{
|
|
G_Sound( NPC, G_SoundIndex("sound/chars/mark1/misc/mark1_wakeup"));
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
return;
|
|
}
|
|
|
|
//If we have somewhere to go, then do that
|
|
if (!NPC->enemy)
|
|
{
|
|
if ( UpdateGoal() )
|
|
{
|
|
ucmd.buttons |= BUTTON_WALKING;
|
|
NPC_MoveToGoal( qtrue );
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|
|
|
|
//randomly talk
|
|
// if (TIMER_Done(NPC,"patrolNoise"))
|
|
// {
|
|
// G_Sound( NPC, G_SoundIndex(va("sound/chars/mark1/misc/talk%d.wav", Q_irand(1, 4))));
|
|
//
|
|
// TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
|
|
// }
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSMark1_Default
|
|
-------------------------
|
|
*/
|
|
void NPC_BSMark1_Default( void )
|
|
{
|
|
//NPC->e_DieFunc = dieF_Mark1_die;
|
|
|
|
if ( NPC->enemy )
|
|
{
|
|
NPCInfo->goalEntity = NPC->enemy;
|
|
Mark1_AttackDecision();
|
|
}
|
|
else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
Mark1_Patrol();
|
|
}
|
|
else
|
|
{
|
|
Mark1_Idle();
|
|
}
|
|
}
|