jkxr/Projects/Android/jni/OpenJK/codemp/game/NPC_AI_Wampa.c

675 lines
20 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"
// These define the working combat range for these suckers
#define MIN_DISTANCE 48
#define MIN_DISTANCE_SQR ( MIN_DISTANCE * MIN_DISTANCE )
#define MAX_DISTANCE 1024
#define MAX_DISTANCE_SQR ( MAX_DISTANCE * MAX_DISTANCE )
#define LSTATE_CLEAR 0
#define LSTATE_WAITING 1
float enemyDist = 0;
void Wampa_SetBolts( gentity_t *self )
{
if ( self && self->client )
{
renderInfo_t *ri = &self->client->renderInfo;
ri->headBolt = trap->G2API_AddBolt(self->ghoul2, 0, "*head_eyes");
//ri->cervicalBolt = trap->G2API_AddBolt(self->ghoul2, 0, "neck_bone" );
//ri->chestBolt = trap->G2API_AddBolt(self->ghoul2, 0, "upper_spine");
//ri->gutBolt = trap->G2API_AddBolt(self->ghoul2, 0, "mid_spine");
ri->torsoBolt = trap->G2API_AddBolt(self->ghoul2, 0, "lower_spine");
ri->crotchBolt = trap->G2API_AddBolt(self->ghoul2, 0, "rear_bone");
//ri->elbowLBolt = trap->G2API_AddBolt(self->ghoul2, 0, "*l_arm_elbow");
//ri->elbowRBolt = trap->G2API_AddBolt(self->ghoul2, 0, "*r_arm_elbow");
ri->handLBolt = trap->G2API_AddBolt(self->ghoul2, 0, "*l_hand");
ri->handRBolt = trap->G2API_AddBolt(self->ghoul2, 0, "*r_hand");
//ri->kneeLBolt = trap->G2API_AddBolt(self->ghoul2, 0, "*hips_l_knee");
//ri->kneeRBolt = trap->G2API_AddBolt(self->ghoul2, 0, "*hips_r_knee");
ri->footLBolt = trap->G2API_AddBolt(self->ghoul2, 0, "*l_leg_foot");
ri->footRBolt = trap->G2API_AddBolt(self->ghoul2, 0, "*r_leg_foot");
}
}
/*
-------------------------
NPC_Wampa_Precache
-------------------------
*/
void NPC_Wampa_Precache( void )
{
/*
int i;
for ( i = 1; i < 4; i ++ )
{
G_SoundIndex( va("sound/chars/wampa/growl%d.wav", i) );
}
for ( i = 1; i < 3; i ++ )
{
G_SoundIndex( va("sound/chars/wampa/snort%d.wav", i) );
}
*/
G_SoundIndex( "sound/chars/rancor/swipehit.wav" );
//G_SoundIndex( "sound/chars/wampa/chomp.wav" );
}
/*
-------------------------
Wampa_Idle
-------------------------
*/
void Wampa_Idle( void )
{
NPCS.NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
NPCS.ucmd.buttons &= ~BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
}
qboolean Wampa_CheckRoar( gentity_t *self )
{
if ( self->wait < level.time )
{
self->wait = level.time + Q_irand( 5000, 20000 );
NPC_SetAnim( self, SETANIM_BOTH, Q_irand(BOTH_GESTURE1,BOTH_GESTURE2), (SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD) );
TIMER_Set( self, "rageTime", self->client->ps.legsTimer );
return qtrue;
}
return qfalse;
}
/*
-------------------------
Wampa_Patrol
-------------------------
*/
void Wampa_Patrol( void )
{
NPCS.NPCInfo->localState = LSTATE_CLEAR;
//If we have somewhere to go, then do that
if ( UpdateGoal() )
{
NPCS.ucmd.buttons |= BUTTON_WALKING;
NPC_MoveToGoal( qtrue );
}
else
{
if ( TIMER_Done( NPCS.NPC, "patrolTime" ))
{
TIMER_Set( NPCS.NPC, "patrolTime", Q_flrand(-1.0f, 1.0f) * 5000 + 5000 );
}
}
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
Wampa_Idle();
return;
}
Wampa_CheckRoar( NPCS.NPC );
TIMER_Set( NPCS.NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
}
/*
-------------------------
Wampa_Move
-------------------------
*/
void Wampa_Move( qboolean visible )
{
if ( NPCS.NPCInfo->localState != LSTATE_WAITING )
{
NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
if ( NPCS.NPC->enemy )
{//pick correct movement speed and anim
//run by default
NPCS.ucmd.buttons &= ~BUTTON_WALKING;
if ( !TIMER_Done( NPCS.NPC, "runfar" )
|| !TIMER_Done( NPCS.NPC, "runclose" ) )
{//keep running with this anim & speed for a bit
}
else if ( !TIMER_Done( NPCS.NPC, "walk" ) )
{//keep walking for a bit
NPCS.ucmd.buttons |= BUTTON_WALKING;
}
else if ( visible && enemyDist > 384 && NPCS.NPCInfo->stats.runSpeed == 180 )
{//fast run, all fours
NPCS.NPCInfo->stats.runSpeed = 300;
TIMER_Set( NPCS.NPC, "runfar", Q_irand( 2000, 4000 ) );
}
else if ( enemyDist > 256 && NPCS.NPCInfo->stats.runSpeed == 300 )
{//slow run, upright
NPCS.NPCInfo->stats.runSpeed = 180;
TIMER_Set( NPCS.NPC, "runclose", Q_irand( 3000, 5000 ) );
}
else if ( enemyDist < 128 )
{//walk
NPCS.NPCInfo->stats.runSpeed = 180;
NPCS.ucmd.buttons |= BUTTON_WALKING;
TIMER_Set( NPCS.NPC, "walk", Q_irand( 4000, 6000 ) );
}
}
if ( NPCS.NPCInfo->stats.runSpeed == 300 )
{//need to use the alternate run - hunched over on all fours
NPCS.NPC->client->ps.eFlags2 |= EF2_USE_ALT_ANIM;
}
NPC_MoveToGoal( qtrue );
NPCS.NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
}
}
//---------------------------------------------------------
extern void G_Knockdown( gentity_t *victim );
extern void G_Dismember( gentity_t *ent, gentity_t *enemy, vec3_t point, int limbType, float limbRollBase, float limbPitchBase, int deathAnim, qboolean postDeath );
extern int NPC_GetEntsNearBolt( int *radiusEnts, float radius, int boltIndex, vec3_t boltOrg );
void Wampa_Slash( int boltIndex, qboolean backhand )
{
int radiusEntNums[128];
int numEnts;
const float radius = 88;
const float radiusSquared = (radius*radius);
int i;
vec3_t boltOrg;
int damage = (backhand)?Q_irand(10,15):Q_irand(20,30);
numEnts = NPC_GetEntsNearBolt( radiusEntNums, radius, boltIndex, boltOrg );
for ( i = 0; i < numEnts; i++ )
{
gentity_t *radiusEnt = &g_entities[radiusEntNums[i]];
if ( !radiusEnt->inuse )
{
continue;
}
if ( radiusEnt == NPCS.NPC )
{//Skip the wampa ent
continue;
}
if ( radiusEnt->client == NULL )
{//must be a client
continue;
}
if ( DistanceSquared( radiusEnt->r.currentOrigin, boltOrg ) <= radiusSquared )
{
//smack
G_Damage( radiusEnt, NPCS.NPC, NPCS.NPC, vec3_origin, radiusEnt->r.currentOrigin, damage, ((backhand)?DAMAGE_NO_ARMOR:(DAMAGE_NO_ARMOR|DAMAGE_NO_KNOCKBACK)), MOD_MELEE );
if ( backhand )
{
//actually push the enemy
vec3_t pushDir;
vec3_t angs;
VectorCopy( NPCS.NPC->client->ps.viewangles, angs );
angs[YAW] += flrand( 25, 50 );
angs[PITCH] = flrand( -25, -15 );
AngleVectors( angs, pushDir, NULL, NULL );
if ( radiusEnt->client->NPC_class != CLASS_WAMPA
&& radiusEnt->client->NPC_class != CLASS_RANCOR
&& radiusEnt->client->NPC_class != CLASS_ATST )
{
G_Throw( radiusEnt, pushDir, 65 );
if ( BG_KnockDownable(&radiusEnt->client->ps) &&
radiusEnt->health > 0 && Q_irand( 0, 1 ) )
{//do pain on enemy
radiusEnt->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
radiusEnt->client->ps.forceDodgeAnim = 0;
radiusEnt->client->ps.forceHandExtendTime = level.time + 1100;
radiusEnt->client->ps.quickerGetup = qfalse;
}
}
}
else if ( radiusEnt->health <= 0 && radiusEnt->client )
{//killed them, chance of dismembering
if ( !Q_irand( 0, 1 ) )
{//bite something off
int hitLoc = Q_irand( G2_MODELPART_HEAD, G2_MODELPART_RLEG );
if ( hitLoc == G2_MODELPART_HEAD )
{
NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATH17, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
else if ( hitLoc == G2_MODELPART_WAIST )
{
NPC_SetAnim( radiusEnt, SETANIM_BOTH, BOTH_DEATHBACKWARD2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
}
G_Dismember( radiusEnt, NPCS.NPC, radiusEnt->r.currentOrigin, hitLoc, 90, 0, radiusEnt->client->ps.torsoAnim, qtrue);
}
}
else if ( !Q_irand( 0, 3 ) && radiusEnt->health > 0 )
{//one out of every 4 normal hits does a knockdown, too
vec3_t pushDir;
vec3_t angs;
VectorCopy( NPCS.NPC->client->ps.viewangles, angs );
angs[YAW] += flrand( 25, 50 );
angs[PITCH] = flrand( -25, -15 );
AngleVectors( angs, pushDir, NULL, NULL );
G_Knockdown( radiusEnt );
}
G_Sound( radiusEnt, CHAN_WEAPON, G_SoundIndex( "sound/chars/rancor/swipehit.wav" ) );
}
}
}
//------------------------------
void Wampa_Attack( float distance, qboolean doCharge )
{
if ( !TIMER_Exists( NPCS.NPC, "attacking" ) )
{
if ( Q_irand(0, 2) && !doCharge )
{//double slash
NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPCS.NPC, "attack_dmg", 750 );
}
else if ( doCharge || (distance > 270 && distance < 430 && !Q_irand(0, 1)) )
{//leap
vec3_t fwd, yawAng;
VectorSet( yawAng, 0, NPCS.NPC->client->ps.viewangles[YAW], 0 );
NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPCS.NPC, "attack_dmg", 500 );
AngleVectors( yawAng, fwd, NULL, NULL );
VectorScale( fwd, distance*1.5f, NPCS.NPC->client->ps.velocity );
NPCS.NPC->client->ps.velocity[2] = 150;
NPCS.NPC->client->ps.groundEntityNum = ENTITYNUM_NONE;
}
else
{//backhand
NPC_SetAnim( NPCS.NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );
TIMER_Set( NPCS.NPC, "attack_dmg", 250 );
}
TIMER_Set( NPCS.NPC, "attacking", NPCS.NPC->client->ps.legsTimer + Q_flrand(0.0f, 1.0f) * 200 );
//allow us to re-evaluate our running speed/anim
TIMER_Set( NPCS.NPC, "runfar", -1 );
TIMER_Set( NPCS.NPC, "runclose", -1 );
TIMER_Set( NPCS.NPC, "walk", -1 );
}
// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
if ( TIMER_Done2( NPCS.NPC, "attack_dmg", qtrue ) )
{
switch ( NPCS.NPC->client->ps.legsAnim )
{
case BOTH_ATTACK1:
Wampa_Slash( NPCS.NPC->client->renderInfo.handRBolt, qfalse );
//do second hit
TIMER_Set( NPCS.NPC, "attack_dmg2", 100 );
break;
case BOTH_ATTACK2:
Wampa_Slash( NPCS.NPC->client->renderInfo.handRBolt, qfalse );
TIMER_Set( NPCS.NPC, "attack_dmg2", 100 );
break;
case BOTH_ATTACK3:
Wampa_Slash( NPCS.NPC->client->renderInfo.handLBolt, qtrue );
break;
}
}
else if ( TIMER_Done2( NPCS.NPC, "attack_dmg2", qtrue ) )
{
switch ( NPCS.NPC->client->ps.legsAnim )
{
case BOTH_ATTACK1:
Wampa_Slash( NPCS.NPC->client->renderInfo.handLBolt, qfalse );
break;
case BOTH_ATTACK2:
Wampa_Slash( NPCS.NPC->client->renderInfo.handLBolt, qfalse );
break;
}
}
// Just using this to remove the attacking flag at the right time
TIMER_Done2( NPCS.NPC, "attacking", qtrue );
if ( NPCS.NPC->client->ps.legsAnim == BOTH_ATTACK1 && distance > (NPCS.NPC->r.maxs[0]+MIN_DISTANCE) )
{//okay to keep moving
NPCS.ucmd.buttons |= BUTTON_WALKING;
Wampa_Move( qtrue );
}
}
//----------------------------------
void Wampa_Combat( void )
{
// If we cannot see our target or we have somewhere to go, then do that
if ( !NPC_ClearLOS( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin ) )
{
if ( !Q_irand( 0, 10 ) )
{
if ( Wampa_CheckRoar( NPCS.NPC ) )
{
return;
}
}
NPCS.NPCInfo->combatMove = qtrue;
NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
NPCS.NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
Wampa_Move( qfalse );
return;
}
else if ( UpdateGoal() )
{
NPCS.NPCInfo->combatMove = qtrue;
NPCS.NPCInfo->goalEntity = NPCS.NPC->enemy;
NPCS.NPCInfo->goalRadius = MAX_DISTANCE; // just get us within combat range
Wampa_Move( qtrue );
return;
}
else
{
float distance = enemyDist = Distance( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin );
qboolean advance = (qboolean)( distance > (NPCS.NPC->r.maxs[0]+MIN_DISTANCE) ? qtrue : qfalse );
qboolean doCharge = qfalse;
// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
//FIXME: always seems to face off to the left or right?!!!!
NPC_FaceEnemy( qtrue );
if ( advance )
{//have to get closer
vec3_t yawOnlyAngles;
VectorSet( yawOnlyAngles, 0, NPCS.NPC->r.currentAngles[YAW], 0 );
if ( NPCS.NPC->enemy->health > 0//enemy still alive
&& fabs(distance-350) <= 80 //enemy anywhere from 270 to 430 away
&& InFOV3( NPCS.NPC->enemy->r.currentOrigin, NPCS.NPC->r.currentOrigin, yawOnlyAngles, 20, 20 ) )//enemy generally in front
{//10% chance of doing charge anim
if ( !Q_irand( 0, 9 ) )
{//go for the charge
doCharge = qtrue;
advance = qfalse;
}
}
}
if (( advance || NPCS.NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPCS.NPC, "attacking" )) // waiting monsters can't attack
{
if ( TIMER_Done2( NPCS.NPC, "takingPain", qtrue ))
{
NPCS.NPCInfo->localState = LSTATE_CLEAR;
}
else
{
Wampa_Move( qtrue );
}
}
else
{
if ( !Q_irand( 0, 20 ) )
{//FIXME: only do this if we just damaged them or vice-versa?
if ( Wampa_CheckRoar( NPCS.NPC ) )
{
return;
}
}
if ( !Q_irand( 0, 1 ) )
{//FIXME: base on skill
Wampa_Attack( distance, doCharge );
}
}
}
}
/*
-------------------------
NPC_Wampa_Pain
-------------------------
*/
void NPC_Wampa_Pain( gentity_t *self, gentity_t *attacker, int damage )
{
qboolean hitByWampa = qfalse;
if ( attacker&&attacker->client&&attacker->client->NPC_class==CLASS_WAMPA )
{
hitByWampa = qtrue;
}
if ( attacker
&& attacker->inuse
&& attacker != self->enemy
&& !(attacker->flags&FL_NOTARGET) )
{
if ( (!attacker->s.number&&!Q_irand(0,3))
|| !self->enemy
|| self->enemy->health == 0
|| (self->enemy->client&&self->enemy->client->NPC_class == CLASS_WAMPA)
|| (!Q_irand(0, 4 ) && DistanceSquared( attacker->r.currentOrigin, self->r.currentOrigin ) < DistanceSquared( self->enemy->r.currentOrigin, self->r.currentOrigin )) )
{//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
G_SetEnemy( self, attacker );
TIMER_Set( self, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
if ( hitByWampa )
{//stay mad at this Wampa for 2-5 secs before looking for attacker 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.legsTimer+Q_irand(0, 500) );
//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;
}
}
}
}
}
}
/*
-------------------------
NPC_BSWampa_Default
-------------------------
*/
void NPC_BSWampa_Default( void )
{
NPCS.NPC->client->ps.eFlags2 &= ~EF2_USE_ALT_ANIM;
//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 ( !TIMER_Done( NPCS.NPC, "rageTime" ) )
{//do nothing but roar first time we see an enemy
NPC_FaceEnemy( qtrue );
return;
}
if ( NPCS.NPC->enemy )
{
if ( !TIMER_Done(NPCS.NPC,"attacking") )
{//in middle of attack
//face enemy
NPC_FaceEnemy( qtrue );
//continue attack logic
enemyDist = Distance( NPCS.NPC->r.currentOrigin, NPCS.NPC->enemy->r.currentOrigin );
Wampa_Attack( enemyDist, qfalse );
return;
}
else
{
if ( TIMER_Done(NPCS.NPC,"angrynoise") )
{
G_Sound( NPCS.NPC, CHAN_VOICE, G_SoundIndex( va("sound/chars/wampa/misc/anger%d.wav", Q_irand(1, 2)) ) );
TIMER_Set( NPCS.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( NPCS.NPC->enemy->client && NPCS.NPC->enemy->client->NPC_class == CLASS_WAMPA )
{//got mad at another Wampa, look for a valid enemy
if ( TIMER_Done( NPCS.NPC, "wampaInfight" ) )
{
NPC_CheckEnemyExt( qtrue );
}
}
else
{
if ( ValidEnemy( NPCS.NPC->enemy ) == qfalse )
{
TIMER_Remove( NPCS.NPC, "lookForNewEnemy" );//make them look again right now
if ( !NPCS.NPC->enemy->inuse || level.time - NPCS.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
NPCS.NPC->enemy = NULL;
Wampa_Patrol();
NPC_UpdateAngles( qtrue, qtrue );
//just lost my enemy
if ( (NPCS.NPC->spawnflags&2) )
{//search around me if I don't have an enemy
NPC_BSSearchStart( NPCS.NPC->waypoint, BS_SEARCH );
NPCS.NPCInfo->tempBehavior = BS_DEFAULT;
}
else if ( (NPCS.NPC->spawnflags&1) )
{//wander if I don't have an enemy
NPC_BSSearchStart( NPCS.NPC->waypoint, BS_WANDER );
NPCS.NPCInfo->tempBehavior = BS_DEFAULT;
}
return;
}
}
if ( TIMER_Done( NPCS.NPC, "lookForNewEnemy" ) )
{
gentity_t *newEnemy, *sav_enemy = NPCS.NPC->enemy;//FIXME: what about NPC->lastEnemy?
NPCS.NPC->enemy = NULL;
newEnemy = NPC_CheckEnemy( NPCS.NPCInfo->confusionTime < level.time, qfalse, qfalse );
NPCS.NPC->enemy = sav_enemy;
if ( newEnemy && newEnemy != sav_enemy )
{//picked up a new enemy!
NPCS.NPC->lastEnemy = NPCS.NPC->enemy;
G_SetEnemy( NPCS.NPC, newEnemy );
//hold this one for at least 5-15 seconds
TIMER_Set( NPCS.NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
}
else
{//look again in 2-5 secs
TIMER_Set( NPCS.NPC, "lookForNewEnemy", Q_irand( 2000, 5000 ) );
}
}
}
Wampa_Combat();
return;
}
}
else
{
if ( TIMER_Done(NPCS.NPC,"idlenoise") )
{
G_Sound( NPCS.NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/wampa/misc/anger3.wav" ) );
TIMER_Set( NPCS.NPC, "idlenoise", Q_irand( 2000, 4000 ) );
}
if ( (NPCS.NPC->spawnflags&2) )
{//search around me if I don't have an enemy
if ( NPCS.NPCInfo->homeWp == WAYPOINT_NONE )
{//no homewap, initialize the search behavior
NPC_BSSearchStart( WAYPOINT_NONE, BS_SEARCH );
NPCS.NPCInfo->tempBehavior = BS_DEFAULT;
}
NPCS.ucmd.buttons |= BUTTON_WALKING;
NPC_BSSearch();//this automatically looks for enemies
}
else if ( (NPCS.NPC->spawnflags&1) )
{//wander if I don't have an enemy
if ( NPCS.NPCInfo->homeWp == WAYPOINT_NONE )
{//no homewap, initialize the wander behavior
NPC_BSSearchStart( WAYPOINT_NONE, BS_WANDER );
NPCS.NPCInfo->tempBehavior = BS_DEFAULT;
}
NPCS.ucmd.buttons |= BUTTON_WALKING;
NPC_BSWander();
if ( NPCS.NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
{
Wampa_Idle();
}
else
{
Wampa_CheckRoar( NPCS.NPC );
TIMER_Set( NPCS.NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) );
}
}
}
else
{
if ( NPCS.NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
{
Wampa_Patrol();
}
else
{
Wampa_Idle();
}
}
}
NPC_UpdateAngles( qtrue, qtrue );
}