mirror of
https://github.com/DrBeef/JKXR.git
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234 lines
5.6 KiB
C
234 lines
5.6 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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// These define the working combat range for these suckers
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#define MIN_DISTANCE 54
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#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
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#define MAX_DISTANCE 128
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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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/*
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-------------------------
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NPC_Howler_Precache
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-------------------------
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*/
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void NPC_Howler_Precache( void )
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{
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}
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/*
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-------------------------
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Howler_Idle
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-------------------------
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*/
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void Howler_Idle( void ) {
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}
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/*
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-------------------------
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Howler_Patrol
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-------------------------
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*/
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void Howler_Patrol( void )
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{
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vec3_t dif;
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NPCS.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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NPCS.ucmd.buttons &= ~BUTTON_WALKING;
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NPC_MoveToGoal( qtrue );
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}
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else
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{
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if ( TIMER_Done( NPCS.NPC, "patrolTime" ))
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{
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TIMER_Set( NPCS.NPC, "patrolTime", Q_flrand(-1.0f, 1.0f) * 5000 + 5000 );
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}
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}
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//rwwFIXMEFIXME: Care about all clients, not just client 0
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//OJK: clientnum 0
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VectorSubtract( g_entities[0].r.currentOrigin, NPCS.NPC->r.currentOrigin, dif );
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if ( VectorLengthSquared( dif ) < 256 * 256 )
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{
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G_SetEnemy( NPCS.NPC, &g_entities[0] );
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}
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if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
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{
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Howler_Idle();
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return;
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}
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}
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/*
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-------------------------
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Howler_Move
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-------------------------
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*/
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void Howler_Move( qboolean visible )
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{
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if ( NPCS.NPCInfo->localState != LSTATE_WAITING )
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{
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NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
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NPC_MoveToGoal( qtrue );
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NPCS.NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
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}
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}
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//---------------------------------------------------------
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void Howler_TryDamage( gentity_t *enemy, int damage )
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{
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vec3_t end, dir;
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trace_t tr;
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if ( !enemy )
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{
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return;
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}
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AngleVectors( NPCS.NPC->client->ps.viewangles, dir, NULL, NULL );
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VectorMA( NPCS.NPC->r.currentOrigin, MIN_DISTANCE, dir, end );
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// Should probably trace from the mouth, but, ah well.
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trap->Trace( &tr, NPCS.NPC->r.currentOrigin, vec3_origin, vec3_origin, end, NPCS.NPC->s.number, MASK_SHOT, qfalse, 0, 0 );
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if ( tr.entityNum != ENTITYNUM_WORLD )
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{
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G_Damage( &g_entities[tr.entityNum], NPCS.NPC, NPCS.NPC, dir, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
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}
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}
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//------------------------------
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void Howler_Attack( void )
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{
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if ( !TIMER_Exists( NPCS.NPC, "attacking" ))
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{
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// Going to do ATTACK1
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TIMER_Set( NPCS.NPC, "attacking", 1700 + Q_flrand(0.0f, 1.0f) * 200 );
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NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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TIMER_Set( NPCS.NPC, "attack_dmg", 200 ); // level two damage
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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( NPCS.NPC, "attack_dmg", qtrue ))
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{
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Howler_TryDamage( NPCS.NPC->enemy, 5 );
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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( NPCS.NPC, "attacking", qtrue );
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}
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//----------------------------------
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void Howler_Combat( void )
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{
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float distance;
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qboolean advance;
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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_ClearLOS4( NPCS.NPC->enemy ) || UpdateGoal( ))
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{
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NPCS.NPCInfo->combatMove = qtrue;
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NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
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NPCS.NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
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NPC_MoveToGoal( qtrue );
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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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NPC_FaceEnemy( qtrue );
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distance = DistanceHorizontalSquared( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin );
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advance = (qboolean)( distance > MIN_DISTANCE_SQR ? qtrue : qfalse );
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if (( advance || NPCS.NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPCS.NPC, "attacking" )) // waiting monsters can't attack
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{
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if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue ))
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{
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NPCS.NPCInfo->localState = LSTATE_CLEAR;
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}
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else
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{
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Howler_Move( qtrue );
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}
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}
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else
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{
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Howler_Attack();
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}
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}
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/*
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-------------------------
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NPC_Howler_Pain
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-------------------------
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*/
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void NPC_Howler_Pain( gentity_t *self, gentity_t *attacker, int damage )
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{
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if ( damage >= 10 )
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{
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TIMER_Remove( self, "attacking" );
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TIMER_Set( self, "takingPain", 2900 );
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VectorCopy( self->NPC->lastPathAngles, self->s.angles );
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NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
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if ( self->NPC )
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{
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self->NPC->localState = LSTATE_WAITING;
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}
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}
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}
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/*
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-------------------------
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NPC_BSHowler_Default
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-------------------------
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*/
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void NPC_BSHowler_Default( void )
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{
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if ( NPCS.NPC->enemy )
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Howler_Combat();
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else if ( NPCS.NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
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Howler_Patrol();
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else
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Howler_Idle();
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NPC_UpdateAngles( qtrue, qtrue );
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}
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