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!)
923 lines
28 KiB
C++
923 lines
28 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "b_local.h"
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#include "g_navigator.h"
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// These define the working combat range for these suckers
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#define MIN_DISTANCE 48
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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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float enemyDist = 0;
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extern qboolean NAV_CheckAhead( gentity_t *self, vec3_t end, trace_t &trace, int clipmask );
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern cvar_t *g_dismemberment;
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/*
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-------------------------
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NPC_Wampa_Precache
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-------------------------
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*/
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void NPC_Wampa_Precache( void )
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{
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/*
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int i;
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for ( i = 1; i < 4; i ++ )
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{
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G_SoundIndex( va("sound/chars/wampa/growl%d.wav", i) );
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}
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for ( i = 1; i < 3; i ++ )
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{
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G_SoundIndex( va("sound/chars/wampa/snort%d.wav", i) );
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}
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*/
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G_SoundIndex( "sound/chars/rancor/swipehit.wav" );
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//G_SoundIndex( "sound/chars/wampa/chomp.wav" );
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}
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/*
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-------------------------
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Wampa_Idle
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-------------------------
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*/
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void Wampa_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 Wampa_CheckRoar( gentity_t *self )
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{
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if ( self->wait < level.time )
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{
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self->wait = level.time + Q_irand( 5000, 20000 );
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NPC_SetAnim( self, SETANIM_BOTH, Q_irand(BOTH_GESTURE1,BOTH_GESTURE2), (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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Wampa_Patrol
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-------------------------
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*/
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void Wampa_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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Wampa_Idle();
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return;
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}
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Wampa_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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Wampa_Move
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-------------------------
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*/
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void Wampa_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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trace_t trace;
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if ( !NAV_CheckAhead( NPC, NPCInfo->goalEntity->currentOrigin, trace, (NPC->clipmask|CONTENTS_BOTCLIP) ) )
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{
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if ( !NPC_MoveToGoal( qfalse ) )
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{
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STEER::Activate(NPC);
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STEER::Seek(NPC, NPCInfo->goalEntity->currentOrigin);
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STEER::AvoidCollisions(NPC);
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STEER::DeActivate(NPC, &ucmd);
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}
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}
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NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE; // just get us within combat range
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if ( NPC->enemy )
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{//pick correct movement speed and anim
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//run by default
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ucmd.buttons &= ~BUTTON_WALKING;
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if ( !TIMER_Done( NPC, "runfar" )
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|| !TIMER_Done( NPC, "runclose" ) )
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{//keep running with this anim & speed for a bit
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}
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else if ( !TIMER_Done( NPC, "walk" ) )
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{//keep walking for a bit
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ucmd.buttons |= BUTTON_WALKING;
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}
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else if ( visible && enemyDist > 350 && NPCInfo->stats.runSpeed == 200 )//180 )
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{//fast run, all fours
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//BOTH_RUN1
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NPCInfo->stats.runSpeed = 300;
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TIMER_Set( NPC, "runfar", Q_irand( 4000, 8000 ) );
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if ( NPC->client->ps.legsAnim == BOTH_RUN2 )
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{
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN2TORUN1, SETANIM_FLAG_HOLD );
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}
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}
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else if ( enemyDist > 200 && NPCInfo->stats.runSpeed == 300 )
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{//slow run, upright
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//BOTH_RUN2
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NPCInfo->stats.runSpeed = 200;//180;
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TIMER_Set( NPC, "runclose", Q_irand( 5000, 10000 ) );
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if ( NPC->client->ps.legsAnim == BOTH_RUN1 )
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{
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1TORUN2, SETANIM_FLAG_HOLD );
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}
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}
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else if ( enemyDist < 100 )
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{//walk
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NPCInfo->stats.runSpeed = 200;//180;
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ucmd.buttons |= BUTTON_WALKING;
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TIMER_Set( NPC, "walk", Q_irand( 6000, 12000 ) );
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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 int NPC_GetEntsNearBolt( gentity_t **radiusEnts, float radius, int boltIndex, vec3_t boltOrg );
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void Wampa_Slash( int boltIndex, qboolean backhand )
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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 = 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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int damage = (backhand)?Q_irand(10,15):Q_irand(20,30);
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numEnts = NPC_GetEntsNearBolt( radiusEnts, radius, boltIndex, boltOrg );
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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 wampa 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 ( DistanceSquared( radiusEnts[i]->currentOrigin, boltOrg ) <= radiusSquared )
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{
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//smack
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G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, radiusEnts[i]->currentOrigin, damage, ((backhand)?0:DAMAGE_NO_KNOCKBACK), MOD_MELEE );
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if ( backhand )
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{
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//actually push the enemy
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vec3_t pushDir;
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vec3_t angs;
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VectorCopy( NPC->client->ps.viewangles, angs );
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angs[YAW] += Q_flrand( 25, 50 );
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angs[PITCH] = Q_flrand( -25, -15 );
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AngleVectors( angs, pushDir, NULL, NULL );
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if ( radiusEnts[i]->client->NPC_class != CLASS_WAMPA
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&& radiusEnts[i]->client->NPC_class != CLASS_RANCOR
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&& radiusEnts[i]->client->NPC_class != CLASS_ATST
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&& !(radiusEnts[i]->flags&FL_NO_KNOCKBACK) )
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{
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G_Throw( radiusEnts[i], pushDir, 65 );
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if ( radiusEnts[i]->health > 0 && Q_irand( 0, 1 ) )
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{//do pain on enemy
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G_Knockdown( radiusEnts[i], NPC, pushDir, 300, qtrue );
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}
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}
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}
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else if ( radiusEnts[i]->health <= 0 && radiusEnts[i]->client )
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{//killed them, chance of dismembering
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if ( !Q_irand( 0, 1 ) )
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{//bite something off
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int hitLoc = HL_WAIST;
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if ( g_dismemberment->integer < 4 )
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{
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hitLoc = Q_irand( HL_BACK_RT, HL_HAND_LT );
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}
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else
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{
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hitLoc = Q_irand( HL_WAIST, HL_HEAD );
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}
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if ( hitLoc == HL_HEAD )
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{
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NPC_SetAnim( radiusEnts[i], SETANIM_BOTH, BOTH_DEATH17, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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}
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else if ( hitLoc == HL_WAIST )
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{
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NPC_SetAnim( radiusEnts[i], SETANIM_BOTH, BOTH_DEATHBACKWARD2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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}
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radiusEnts[i]->client->dismembered = false;
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//FIXME: the limb should just disappear, cuz I ate it
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G_DoDismemberment( radiusEnts[i], radiusEnts[i]->currentOrigin, MOD_SABER, 1000, hitLoc, qtrue );
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}
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}
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else if ( !Q_irand( 0, 3 ) && radiusEnts[i]->health > 0 )
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{//one out of every 4 normal hits does a knockdown, too
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vec3_t pushDir;
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vec3_t angs;
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VectorCopy( NPC->client->ps.viewangles, angs );
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angs[YAW] += Q_flrand( 25, 50 );
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angs[PITCH] = Q_flrand( -25, -15 );
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AngleVectors( angs, pushDir, NULL, NULL );
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G_Knockdown( radiusEnts[i], NPC, pushDir, 35, qtrue );
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}
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G_Sound( radiusEnts[i], G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
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}
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}
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}
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//------------------------------
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void Wampa_Attack( float distance, qboolean doCharge )
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{
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if ( !TIMER_Exists( NPC, "attacking" ) )
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{
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if ( !Q_irand(0, 3) && !doCharge )
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{//double slash
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack_dmg", 750 );
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}
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else if ( doCharge || (distance > 270 && distance < 430 && !Q_irand(0, 1)) )
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{//leap
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack_dmg", 500 );
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vec3_t fwd, yawAng ={0, NPC->client->ps.viewangles[YAW], 0};
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AngleVectors( yawAng, fwd, NULL, NULL );
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VectorScale( fwd, distance*1.5f, NPC->client->ps.velocity );
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NPC->client->ps.velocity[2] = 150;
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NPC->client->ps.groundEntityNum = ENTITYNUM_NONE;
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}
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else if ( distance < 100 )//&& !Q_irand( 0, 4 ) )
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{//grab
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_START, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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NPC->client->ps.legsAnimTimer += 200;
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TIMER_Set( NPC, "attack_dmg", 250 );
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}
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else
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{//backhand
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NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPC, "attack_dmg", 250 );
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}
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TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer + Q_flrand(0.0f, 1.0f) * 200 );
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//allow us to re-evaluate our running speed/anim
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TIMER_Set( NPC, "runfar", -1 );
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TIMER_Set( NPC, "runclose", -1 );
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TIMER_Set( NPC, "walk", -1 );
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}
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// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
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if ( TIMER_Done2( NPC, "attack_dmg", qtrue ) )
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{
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switch ( NPC->client->ps.legsAnim )
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{
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case BOTH_ATTACK1:
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Wampa_Slash( NPC->handRBolt, qfalse );
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//do second hit
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TIMER_Set( NPC, "attack_dmg2", 100 );
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break;
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case BOTH_ATTACK2:
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Wampa_Slash( NPC->handRBolt, qfalse );
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TIMER_Set( NPC, "attack_dmg2", 100 );
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break;
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case BOTH_ATTACK3:
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Wampa_Slash( NPC->handLBolt, qtrue );
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break;
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}
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}
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else if ( TIMER_Done2( NPC, "attack_dmg2", qtrue ) )
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{
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switch ( NPC->client->ps.legsAnim )
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{
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case BOTH_ATTACK1:
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Wampa_Slash( NPC->handLBolt, qfalse );
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break;
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case BOTH_ATTACK2:
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Wampa_Slash( NPC->handLBolt, qfalse );
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break;
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}
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}
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// Just using this to remove the attacking flag at the right time
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TIMER_Done2( NPC, "attacking", qtrue );
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if ( NPC->client->ps.legsAnim == BOTH_ATTACK1 && distance > (NPC->maxs[0]+MIN_DISTANCE) )
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{//okay to keep moving
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ucmd.buttons |= BUTTON_WALKING;
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Wampa_Move( qtrue );
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}
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}
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//----------------------------------
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void Wampa_Combat( void )
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{
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// If we cannot see our target or we have somewhere to go, then do that
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if ( !NPC_ClearLOS( NPC->enemy ) )
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{
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if ( !Q_irand( 0, 10 ) )
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{
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if ( Wampa_CheckRoar( NPC ) )
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{
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return;
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}
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}
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NPCInfo->combatMove = qtrue;
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE; // just get us within combat range
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Wampa_Move( qfalse );
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return;
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}
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/*
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else if ( UpdateGoal() )
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{
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NPCInfo->combatMove = qtrue;
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NPCInfo->goalEntity = NPC->enemy;
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NPCInfo->goalRadius = MIN_DISTANCE;//MAX_DISTANCE; // just get us within combat range
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Wampa_Move( 1 );
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return;
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}*/
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// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
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//FIXME: always seems to face off to the left or right?!!!!
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NPC_FaceEnemy( qtrue );
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float distance = enemyDist = Distance( NPC->currentOrigin, NPC->enemy->currentOrigin );
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qboolean advance = (qboolean)( distance > (NPC->maxs[0]+MIN_DISTANCE) ? qtrue : qfalse );
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qboolean doCharge = qfalse;
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if ( advance )
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{//have to get closer
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vec3_t yawOnlyAngles = {0, NPC->currentAngles[YAW], 0};
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if ( NPC->enemy->health > 0//enemy still alive
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&& fabs(distance-350) <= 80 //enemy anywhere from 270 to 430 away
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&& InFOV( NPC->enemy->currentOrigin, NPC->currentOrigin, yawOnlyAngles, 20, 20 ) )//enemy generally in front
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{//10% chance of doing charge anim
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if ( !Q_irand( 0, 6 ) )
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{//go for the charge
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doCharge = qtrue;
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advance = qfalse;
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}
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}
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}
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if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
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{
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if ( TIMER_Done2( NPC, "takingPain", qtrue ))
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{
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NPCInfo->localState = LSTATE_CLEAR;
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}
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else
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{
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Wampa_Move( qtrue );
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}
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}
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else
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{
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if ( !Q_irand( 0, 15 ) )
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{//FIXME: only do this if we just damaged them or vice-versa?
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if ( Wampa_CheckRoar( NPC ) )
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{
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return;
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}
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}
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Wampa_Attack( distance, doCharge );
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}
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}
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|
|
/*
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|
-------------------------
|
|
NPC_Wampa_Pain
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|
-------------------------
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|
*/
|
|
void NPC_Wampa_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
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|
{
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qboolean hitByWampa = qfalse;
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if ( self->count )
|
|
{//FIXME: need pain anim
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_STAND2TO1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( self, "takingPain", self->client->ps.legsAnimTimer );
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TIMER_Set(self,"attacking",-level.time);
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return;
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}
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if ( other&&other->client&&other->client->NPC_class==CLASS_WAMPA )
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{
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hitByWampa = qtrue;
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}
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|
if ( other
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&& other->inuse
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&& other != self->enemy
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|
&& !(other->flags&FL_NOTARGET) )
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|
{
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|
if ( (!other->s.number&&!Q_irand(0,3))
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|| !self->enemy
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|| self->enemy->health == 0
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|| (self->enemy->client&&self->enemy->client->NPC_class == CLASS_WAMPA)
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|| (!Q_irand(0, 4 ) && DistanceSquared( other->currentOrigin, self->currentOrigin ) < DistanceSquared( self->enemy->currentOrigin, self->currentOrigin )) )
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|
{//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 = other;
|
|
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 ( hitByWampa )
|
|
{//stay mad at this Wampa for 2-5 secs before looking for other enemies
|
|
TIMER_Set( self, "wampaInfight", Q_irand( 2000, 5000 ) );
|
|
}
|
|
}
|
|
}
|
|
if ( (hitByWampa|| Q_irand( 0, 100 ) < damage )//hit by wampa, hit while holding live victim, or took a lot of damage
|
|
&& self->client->ps.legsAnim != BOTH_GESTURE1
|
|
&& self->client->ps.legsAnim != BOTH_GESTURE2
|
|
&& TIMER_Done( self, "takingPain" ) )
|
|
{
|
|
if ( !Wampa_CheckRoar( self ) )
|
|
{
|
|
if ( self->client->ps.legsAnim != BOTH_ATTACK1
|
|
&& self->client->ps.legsAnim != BOTH_ATTACK2
|
|
&& self->client->ps.legsAnim != BOTH_ATTACK3 )
|
|
{//cant interrupt one of the big attack anims
|
|
if ( self->health > 100 || hitByWampa )
|
|
{
|
|
TIMER_Remove( self, "attacking" );
|
|
|
|
VectorCopy( self->NPC->lastPathAngles, self->s.angles );
|
|
|
|
if ( !Q_irand( 0, 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)) );
|
|
TIMER_Set(self,"attacking",-level.time);
|
|
//allow us to re-evaluate our running speed/anim
|
|
TIMER_Set( self, "runfar", -1 );
|
|
TIMER_Set( self, "runclose", -1 );
|
|
TIMER_Set( self, "walk", -1 );
|
|
|
|
if ( self->NPC )
|
|
{
|
|
self->NPC->localState = LSTATE_WAITING;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Wampa_DropVictim( gentity_t *self )
|
|
{
|
|
//FIXME: if Wampa dies, it should drop its victim.
|
|
//FIXME: if Wampa is removed, it must remove its victim.
|
|
//FIXME: if in BOTH_HOLD_DROP, throw them a little, too?
|
|
if ( self->health > 0 )
|
|
{
|
|
NPC_SetAnim( self, SETANIM_BOTH, BOTH_STAND2TO1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
TIMER_Set(self,"attacking",-level.time);
|
|
if ( self->activator )
|
|
{
|
|
if ( self->activator->client )
|
|
{
|
|
self->activator->client->ps.eFlags &= ~EF_HELD_BY_WAMPA;
|
|
}
|
|
self->activator->activator = NULL;
|
|
NPC_SetAnim( self->activator, SETANIM_BOTH, BOTH_RELEASED, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
self->activator->client->ps.legsAnimTimer += 500;
|
|
self->activator->client->ps.weaponTime = self->activator->client->ps.torsoAnimTimer = self->activator->client->ps.legsAnimTimer;
|
|
if ( self->activator->health > 0 )
|
|
{
|
|
if ( self->activator->NPC )
|
|
{//start thinking again
|
|
self->activator->NPC->nextBStateThink = level.time;
|
|
}
|
|
if ( self->activator->client && self->activator->s.number < MAX_CLIENTS )
|
|
{
|
|
vec3_t vicAngles = {30,AngleNormalize180(self->client->ps.viewangles[YAW]+180),0};
|
|
SetClientViewAngle( self->activator, vicAngles );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( self->enemy == self->activator )
|
|
{
|
|
self->enemy = NULL;
|
|
}
|
|
self->activator->clipmask &= ~CONTENTS_BODY;
|
|
}
|
|
self->activator = NULL;
|
|
}
|
|
self->count = 0;//drop him
|
|
}
|
|
|
|
qboolean Wampa_CheckDropVictim( gentity_t *self, qboolean excludeMe )
|
|
{
|
|
if ( !self
|
|
|| !self->activator )
|
|
{
|
|
return qtrue;
|
|
}
|
|
vec3_t mins={self->activator->mins[0]-1,self->activator->mins[1]-1,0};
|
|
vec3_t maxs={self->activator->maxs[0]+1,self->activator->maxs[1]+1,1};
|
|
vec3_t start={self->activator->currentOrigin[0],self->activator->currentOrigin[1],self->activator->absmin[2]};
|
|
vec3_t end={self->activator->currentOrigin[0],self->activator->currentOrigin[1],self->activator->absmax[2]-1};
|
|
trace_t trace;
|
|
if ( excludeMe )
|
|
{
|
|
gi.unlinkentity( self );
|
|
}
|
|
gi.trace( &trace, start, mins, maxs, end, self->activator->s.number, self->activator->clipmask, (EG2_Collision)0, 0 );
|
|
if ( excludeMe )
|
|
{
|
|
gi.linkentity( self );
|
|
}
|
|
if ( !trace.allsolid && !trace.startsolid && trace.fraction >= 1.0f )
|
|
{
|
|
Wampa_DropVictim( self );
|
|
return qtrue;
|
|
}
|
|
if ( excludeMe )
|
|
{//victim stuck in wall
|
|
if ( self->NPC )
|
|
{//turn
|
|
self->NPC->desiredYaw += Q_irand( -30, 30 );
|
|
self->NPC->lockedDesiredYaw = self->NPC->desiredYaw;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
extern float NPC_EnemyRangeFromBolt( int boltIndex );
|
|
qboolean Wampa_TryGrab( void )
|
|
{
|
|
const float radius = 64.0f;
|
|
|
|
if ( !NPC->enemy
|
|
|| !NPC->enemy->client
|
|
|| NPC->enemy->health <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
float enemyDist = NPC_EnemyRangeFromBolt( NPC->handRBolt );
|
|
if ( enemyDist <= radius
|
|
&& !NPC->count //don't have one in hand already
|
|
&& NPC->enemy->client->NPC_class != CLASS_RANCOR
|
|
&& NPC->enemy->client->NPC_class != CLASS_GALAKMECH
|
|
&& NPC->enemy->client->NPC_class != CLASS_ATST
|
|
&& NPC->enemy->client->NPC_class != CLASS_GONK
|
|
&& NPC->enemy->client->NPC_class != CLASS_R2D2
|
|
&& NPC->enemy->client->NPC_class != CLASS_R5D2
|
|
&& NPC->enemy->client->NPC_class != CLASS_MARK1
|
|
&& NPC->enemy->client->NPC_class != CLASS_MARK2
|
|
&& NPC->enemy->client->NPC_class != CLASS_MOUSE
|
|
&& NPC->enemy->client->NPC_class != CLASS_PROBE
|
|
&& NPC->enemy->client->NPC_class != CLASS_SEEKER
|
|
&& NPC->enemy->client->NPC_class != CLASS_REMOTE
|
|
&& NPC->enemy->client->NPC_class != CLASS_SENTRY
|
|
&& NPC->enemy->client->NPC_class != CLASS_INTERROGATOR
|
|
&& NPC->enemy->client->NPC_class != CLASS_VEHICLE )
|
|
{//grab
|
|
NPC->enemy = NPC->enemy;//make him my new best friend
|
|
NPC->enemy->client->ps.eFlags |= EF_HELD_BY_WAMPA;
|
|
//FIXME: this makes it so that the victim can't hit us with shots! Just use activator or something
|
|
NPC->enemy->activator = NPC; // kind of dumb, but when we are locked to the Rancor, we are owned by it.
|
|
NPC->activator = NPC->enemy;//remember him
|
|
NPC->count = 1;//in my hand
|
|
//wait to attack
|
|
TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer + Q_irand(500, 2500) );
|
|
NPC_SetAnim( NPC->enemy, SETANIM_BOTH, BOTH_GRABBED, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_END, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
TIMER_Set( NPC, "takingPain", -level.time );
|
|
return qtrue;
|
|
}
|
|
else if ( enemyDist < radius*2.0f )
|
|
{//smack
|
|
G_Sound( NPC->enemy, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
|
|
//actually push the enemy
|
|
vec3_t pushDir;
|
|
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 ( NPC->enemy->client->NPC_class != CLASS_RANCOR
|
|
&& NPC->enemy->client->NPC_class != CLASS_ATST
|
|
&& !(NPC->enemy->flags&FL_NO_KNOCKBACK) )
|
|
{
|
|
G_Throw( NPC->enemy, pushDir, Q_irand( 30, 70 ) );
|
|
if ( NPC->enemy->health > 0 )
|
|
{//do pain on enemy
|
|
G_Knockdown( NPC->enemy, NPC, pushDir, 300, qtrue );
|
|
}
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
NPC_BSWampa_Default
|
|
-------------------------
|
|
*/
|
|
void NPC_BSWampa_Default( void )
|
|
{
|
|
//NORMAL ANIMS
|
|
// stand1 = normal stand
|
|
// walk1 = normal, non-angry walk
|
|
// walk2 = injured
|
|
// run1 = far away run
|
|
// run2 = close run
|
|
//VICTIM ANIMS
|
|
// grabswipe = melee1 - sweep out and grab
|
|
// stand2 attack = attack4 - while holding victim, swipe at him
|
|
// walk3_drag = walk5 - walk with drag
|
|
// stand2 = hold victim
|
|
// stand2to1 = drop victim
|
|
if ( NPC->client->ps.legsAnim == BOTH_HOLD_START )
|
|
{
|
|
NPC_FaceEnemy( qtrue );
|
|
if ( NPC->client->ps.legsAnimTimer < 200 )
|
|
{//see if he's there to grab
|
|
if ( !Wampa_TryGrab() )
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_MISS, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
|
|
if ( NPC->count )
|
|
{
|
|
if ( !NPC->activator
|
|
|| !NPC->activator->client )
|
|
{//wtf?
|
|
NPC->count = 0;
|
|
NPC->activator = NULL;
|
|
}
|
|
else
|
|
{
|
|
if ( NPC->client->ps.legsAnim == BOTH_HOLD_DROP )
|
|
{
|
|
if ( NPC->client->ps.legsAnimTimer < PM_AnimLength(NPC->client->clientInfo.animFileIndex, (animNumber_t)NPC->client->ps.legsAnim)-500 )
|
|
{//at least half a second into the anim
|
|
if ( Wampa_CheckDropVictim( NPC, qfalse ) )
|
|
{
|
|
TIMER_Set( NPC, "attacking", 1000+(Q_irand(500,1000)*(3-g_spskill->integer)) );
|
|
}
|
|
}
|
|
}
|
|
else if ( !TIMER_Done( NPC, "takingPain" ) )
|
|
{
|
|
Wampa_CheckDropVictim( NPC, qfalse );
|
|
}
|
|
else if ( NPC->activator->health <= 0 )
|
|
{
|
|
if ( TIMER_Done(NPC,"sniffCorpse") )
|
|
{
|
|
Wampa_CheckDropVictim( NPC, 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+500 );
|
|
}
|
|
}
|
|
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
|
|
{
|
|
if ( TIMER_Done(NPC,"attacking") )
|
|
{//ready to attack
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_ATTACK/*BOTH_ATTACK4*/, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
TIMER_Set(NPC,"grabAttackDamage",1400);
|
|
TIMER_Set(NPC,"attacking",NPC->client->ps.legsAnimTimer+Q_irand(3000,10000));
|
|
}
|
|
|
|
if ( NPC->client->ps.legsAnim == BOTH_HOLD_ATTACK )
|
|
{
|
|
if ( NPC->client->ps.legsAnimTimer )
|
|
{
|
|
if ( TIMER_Done2(NPC,"grabAttackDamage",qtrue) )
|
|
{
|
|
G_Sound( NPC->activator, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
|
|
G_Damage( NPC->activator, NPC, NPC, vec3_origin, NPC->activator->currentOrigin, Q_irand( 25, 40 ), (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_ARMOR), MOD_MELEE );
|
|
if ( NPC->activator->health <= 0 )
|
|
{//killed them, chance of dismembering
|
|
int hitLoc = HL_WAIST;
|
|
if ( g_dismemberment->integer < 4 )
|
|
{
|
|
hitLoc = Q_irand( HL_BACK_RT, HL_HAND_LT );
|
|
}
|
|
else
|
|
{
|
|
hitLoc = Q_irand( HL_WAIST, HL_HEAD );
|
|
}
|
|
NPC->activator->client->dismembered = false;
|
|
//FIXME: the limb should just disappear, cuz I ate it
|
|
G_DoDismemberment( NPC->activator, NPC->activator->currentOrigin, MOD_SABER, 1000, hitLoc, qtrue );
|
|
TIMER_Set( NPC, "sniffCorpse", Q_irand( 2000, 5000 ) );
|
|
}
|
|
NPC_SetAnim( NPC->activator, SETANIM_BOTH, BOTH_HANG_PAIN, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_IDLE/*BOTH_ATTACK4*/, SETANIM_FLAG_NORMAL );
|
|
}
|
|
}
|
|
else if ( NPC->client->ps.legsAnim == BOTH_STAND2TO1
|
|
&& !NPC->client->ps.legsAnimTimer )
|
|
{
|
|
NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_HOLD_IDLE, SETANIM_FLAG_NORMAL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, 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, "rageTime" ) )
|
|
{//do nothing but roar first time we see an enemy
|
|
NPC_FaceEnemy( 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 scarier than me)
|
|
{//they should be scared of ME and no-one else
|
|
G_SetEnemy( NPC->enemy, NPC );
|
|
}
|
|
if ( !TIMER_Done(NPC,"attacking") )
|
|
{//in middle of attack
|
|
//face enemy
|
|
NPC_FaceEnemy( qtrue );
|
|
//continue attack logic
|
|
enemyDist = Distance( NPC->currentOrigin, NPC->enemy->currentOrigin );
|
|
Wampa_Attack( enemyDist, qfalse );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( TIMER_Done(NPC,"angrynoise") )
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/wampa/misc/anger%d.wav", Q_irand(1, 2)) );
|
|
|
|
TIMER_Set( NPC, "angrynoise", Q_irand( 5000, 10000 ) );
|
|
}
|
|
//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_WAMPA )
|
|
{//got mad at another Wampa, look for a valid enemy
|
|
if ( TIMER_Done( NPC, "wampaInfight" ) )
|
|
{
|
|
NPC_CheckEnemyExt( qtrue );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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 ) )
|
|
{//it's been a while since the enemy died, or enemy is completely gone, get bored with him
|
|
NPC->enemy = NULL;
|
|
Wampa_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( (qboolean)(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 ) );
|
|
}
|
|
}
|
|
}
|
|
Wampa_Combat();
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( TIMER_Done(NPC,"idlenoise") )
|
|
{
|
|
G_SoundOnEnt( NPC, CHAN_AUTO, "sound/chars/wampa/misc/anger3.wav" );
|
|
|
|
TIMER_Set( NPC, "idlenoise", Q_irand( 2000, 4000 ) );
|
|
}
|
|
if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
|
|
{
|
|
Wampa_Patrol();
|
|
}
|
|
else
|
|
{
|
|
Wampa_Idle();
|
|
}
|
|
}
|
|
|
|
NPC_UpdateAngles( qtrue, qtrue );
|
|
}
|