00001 #include "b_local.h"
00002
00003
00004 float NPC_GetPainChance( gentity_t *self, int damage );
00005 extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
00006
00007 #define TURN_OFF 0x00000100
00008
00009
00010 enum
00011 {
00012 LSTATE_NONE = 0,
00013 LSTATE_BACKINGUP,
00014 LSTATE_SPINNING,
00015 LSTATE_PAIN,
00016 LSTATE_DROP
00017 };
00018
00019
00020
00021
00022
00023
00024 void R2D2_PartsMove(void)
00025 {
00026
00027 if ( TIMER_Done(NPC,"eyeDelay") )
00028 {
00029 NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]);
00030
00031 NPC->pos1[0]+=Q_irand( -20, 20 );
00032 NPC->pos1[1]=Q_irand( -20, 20 );
00033 NPC->pos1[2]=Q_irand( -20, 20 );
00034
00035
00036
00037
00038
00039
00040
00041 NPC_SetBoneAngles(NPC, "f_eye", NPC->pos1);
00042
00043
00044 TIMER_Set( NPC, "eyeDelay", Q_irand( 100, 1000 ) );
00045 }
00046 }
00047
00048
00049
00050
00051
00052
00053 void Droid_Idle( void )
00054 {
00055
00056
00057
00058 }
00059
00060
00061
00062
00063
00064
00065 void R2D2_TurnAnims ( void )
00066 {
00067 float turndelta;
00068 int anim;
00069
00070 turndelta = AngleDelta(NPC->r.currentAngles[YAW], NPCInfo->desiredYaw);
00071
00072 if ((fabs(turndelta) > 20) && ((NPC->client->NPC_class == CLASS_R2D2) || (NPC->client->NPC_class == CLASS_R5D2)))
00073 {
00074 anim = NPC->client->ps.legsAnim;
00075 if (turndelta<0)
00076 {
00077 if (anim != BOTH_TURN_LEFT1)
00078 {
00079 NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
00080 }
00081 }
00082 else
00083 {
00084 if (anim != BOTH_TURN_RIGHT1)
00085 {
00086 NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_TURN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
00087 }
00088 }
00089 }
00090 else
00091 {
00092 NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_RUN1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
00093 }
00094
00095 }
00096
00097
00098
00099
00100
00101
00102 void Droid_Patrol( void )
00103 {
00104
00105 NPC->pos1[1] = AngleNormalize360( NPC->pos1[1]);
00106
00107 if ( NPC->client && NPC->client->NPC_class != CLASS_GONK )
00108 {
00109 if (NPC->client->NPC_class != CLASS_R5D2)
00110 {
00111 R2D2_PartsMove();
00112 }
00113 R2D2_TurnAnims();
00114 }
00115
00116
00117 if ( UpdateGoal() )
00118 {
00119 ucmd.buttons |= BUTTON_WALKING;
00120 NPC_MoveToGoal( qtrue );
00121
00122 if( NPC->client && NPC->client->NPC_class == CLASS_MOUSE )
00123 {
00124 NPCInfo->desiredYaw += sin(level.time*.5) * 25;
00125
00126 if (TIMER_Done(NPC,"patrolNoise"))
00127 {
00128 G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/mouse/misc/mousego%d.wav", Q_irand(1, 3)) );
00129
00130 TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
00131 }
00132 }
00133 else if( NPC->client && NPC->client->NPC_class == CLASS_R2D2 )
00134 {
00135 if (TIMER_Done(NPC,"patrolNoise"))
00136 {
00137 G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/r2d2/misc/r2d2talk0%d.wav", Q_irand(1, 3)) );
00138
00139 TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
00140 }
00141 }
00142 else if( NPC->client && NPC->client->NPC_class == CLASS_R5D2 )
00143 {
00144 if (TIMER_Done(NPC,"patrolNoise"))
00145 {
00146 G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/r5d2/misc/r5talk%d.wav", Q_irand(1, 4)) );
00147
00148 TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
00149 }
00150 }
00151 if( NPC->client && NPC->client->NPC_class == CLASS_GONK )
00152 {
00153 if (TIMER_Done(NPC,"patrolNoise"))
00154 {
00155 G_SoundOnEnt( NPC, CHAN_AUTO, va("sound/chars/gonk/misc/gonktalk%d.wav", Q_irand(1, 2)) );
00156
00157 TIMER_Set( NPC, "patrolNoise", Q_irand( 2000, 4000 ) );
00158 }
00159 }
00160
00161
00162
00163
00164 }
00165
00166 NPC_UpdateAngles( qtrue, qtrue );
00167
00168 }
00169
00170
00171
00172
00173
00174
00175 void Droid_Run( void )
00176 {
00177 R2D2_PartsMove();
00178
00179 if ( NPCInfo->localState == LSTATE_BACKINGUP )
00180 {
00181 ucmd.forwardmove = -127;
00182 NPCInfo->desiredYaw += 5;
00183
00184 NPCInfo->localState = LSTATE_NONE;
00185 }
00186 else
00187 {
00188 ucmd.forwardmove = 64;
00189
00190 if ( UpdateGoal() )
00191 {
00192 if (NPC_MoveToGoal( qfalse ))
00193 {
00194 NPCInfo->desiredYaw += sin(level.time*.5) * 5;
00195 }
00196 }
00197 }
00198
00199 NPC_UpdateAngles( qtrue, qtrue );
00200 }
00201
00202
00203
00204
00205
00206
00207 void Droid_Spin( void )
00208 {
00209 vec3_t dir = {0,0,1};
00210
00211 R2D2_TurnAnims();
00212
00213
00214
00215 if ( NPC->client->NPC_class == CLASS_R5D2
00216 || NPC->client->NPC_class == CLASS_R2D2 )
00217 {
00218
00219 if (trap_G2API_GetSurfaceRenderStatus( NPC->ghoul2, 0, "head" )>0)
00220 {
00221 if (TIMER_Done(NPC,"smoke") && !TIMER_Done(NPC,"droidsmoketotal"))
00222 {
00223 TIMER_Set( NPC, "smoke", 100);
00224 G_PlayEffectID( G_EffectIndex("volumetric/droid_smoke") , NPC->r.currentOrigin,dir);
00225 }
00226
00227 if (TIMER_Done(NPC,"droidspark"))
00228 {
00229 TIMER_Set( NPC, "droidspark", Q_irand(100,500));
00230 G_PlayEffectID( G_EffectIndex("sparks/spark"), NPC->r.currentOrigin,dir);
00231 }
00232
00233 ucmd.forwardmove = Q_irand( -64, 64);
00234
00235 if (TIMER_Done(NPC,"roam"))
00236 {
00237 TIMER_Set( NPC, "roam", Q_irand( 250, 1000 ) );
00238 NPCInfo->desiredYaw = Q_irand( 0, 360 );
00239 }
00240 }
00241 else
00242 {
00243 if (TIMER_Done(NPC,"roam"))
00244 {
00245 NPCInfo->localState = LSTATE_NONE;
00246 }
00247 else
00248 {
00249 NPCInfo->desiredYaw = AngleNormalize360(NPCInfo->desiredYaw + 40);
00250 }
00251 }
00252 }
00253 else
00254 {
00255 if (TIMER_Done(NPC,"roam"))
00256 {
00257 NPCInfo->localState = LSTATE_NONE;
00258 }
00259 else
00260 {
00261 NPCInfo->desiredYaw = AngleNormalize360(NPCInfo->desiredYaw + 40);
00262 }
00263 }
00264
00265 NPC_UpdateAngles( qtrue, qtrue );
00266 }
00267
00268
00269
00270
00271
00272
00273 void NPC_Droid_Pain(gentity_t *self, gentity_t *attacker, int damage)
00274 {
00275 gentity_t *other = attacker;
00276 int anim;
00277 int mod = gPainMOD;
00278 float pain_chance;
00279
00280 VectorCopy( self->NPC->lastPathAngles, self->s.angles );
00281
00282 if ( self->client->NPC_class == CLASS_R5D2 )
00283 {
00284 pain_chance = NPC_GetPainChance( self, damage );
00285
00286
00287 if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )
00288 {
00289
00290 if ( !self->s.m_iVehicleNum
00291 && ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) )
00292 {
00293 if (!(self->spawnflags & 2))
00294 {
00295 if ((self->NPC->localState != LSTATE_SPINNING) &&
00296 (!trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" )))
00297 {
00298 NPC_SetSurfaceOnOff( self, "head", TURN_OFF );
00299
00300 if ( self->client->ps.m_iVehicleNum )
00301 {
00302 vec3_t up;
00303 AngleVectors( self->r.currentAngles, NULL, NULL, up );
00304 G_PlayEffectID( G_EffectIndex("chunks/r5d2head_veh"), self->r.currentOrigin, up );
00305 }
00306 else
00307 {
00308 G_PlayEffectID( G_EffectIndex("small_chunks") , self->r.currentOrigin, vec3_origin );
00309 G_PlayEffectID( G_EffectIndex("chunks/r5d2head"), self->r.currentOrigin, vec3_origin );
00310 }
00311
00312
00313
00314 self->client->ps.electrifyTime = level.time + 3000;
00315
00316 TIMER_Set( self, "droidsmoketotal", 5000);
00317 TIMER_Set( self, "droidspark", 100);
00318 self->NPC->localState = LSTATE_SPINNING;
00319 }
00320 }
00321 }
00322
00323 else
00324 {
00325 anim = self->client->ps.legsAnim;
00326
00327 if ( anim == BOTH_STAND2 )
00328 {
00329 anim = BOTH_PAIN1;
00330 }
00331 else
00332 {
00333 anim = BOTH_PAIN2;
00334 }
00335
00336 NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
00337
00338
00339 self->NPC->localState = LSTATE_SPINNING;
00340 TIMER_Set( self, "roam", Q_irand(1000,2000));
00341 }
00342 }
00343 }
00344 else if (self->client->NPC_class == CLASS_MOUSE)
00345 {
00346 if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT )
00347 {
00348 self->NPC->localState = LSTATE_SPINNING;
00349
00350
00351 self->client->ps.electrifyTime = level.time + 3000;
00352 }
00353 else
00354 {
00355 self->NPC->localState = LSTATE_BACKINGUP;
00356 }
00357
00358 self->NPC->scriptFlags &= ~SCF_LOOK_FOR_ENEMIES;
00359 }
00360 else if ((self->client->NPC_class == CLASS_R2D2))
00361 {
00362
00363 pain_chance = NPC_GetPainChance( self, damage );
00364
00365 if ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT || random() < pain_chance )
00366 {
00367
00368 if ( !self->s.m_iVehicleNum
00369 && ( self->health < 30 || mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) )
00370 {
00371 if (!(self->spawnflags & 2))
00372 {
00373 if ((self->NPC->localState != LSTATE_SPINNING) &&
00374 (!trap_G2API_GetSurfaceRenderStatus( self->ghoul2, 0, "head" )))
00375 {
00376 NPC_SetSurfaceOnOff( self, "head", TURN_OFF );
00377
00378 if ( self->client->ps.m_iVehicleNum )
00379 {
00380 vec3_t up;
00381 AngleVectors( self->r.currentAngles, NULL, NULL, up );
00382 G_PlayEffectID( G_EffectIndex("chunks/r2d2head_veh"), self->r.currentOrigin, up );
00383 }
00384 else
00385 {
00386 G_PlayEffectID( G_EffectIndex("small_chunks") , self->r.currentOrigin, vec3_origin );
00387 G_PlayEffectID( G_EffectIndex("chunks/r2d2head"), self->r.currentOrigin, vec3_origin );
00388 }
00389
00390
00391
00392 self->client->ps.electrifyTime = level.time + 3000;
00393
00394 TIMER_Set( self, "droidsmoketotal", 5000);
00395 TIMER_Set( self, "droidspark", 100);
00396 self->NPC->localState = LSTATE_SPINNING;
00397 }
00398 }
00399 }
00400
00401 else
00402 {
00403 anim = self->client->ps.legsAnim;
00404
00405 if ( anim == BOTH_STAND2 )
00406 {
00407 anim = BOTH_PAIN1;
00408 }
00409 else
00410 {
00411 anim = BOTH_PAIN2;
00412 }
00413
00414 NPC_SetAnim( self, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
00415
00416
00417 self->NPC->localState = LSTATE_SPINNING;
00418 TIMER_Set( self, "roam", Q_irand(1000,2000));
00419 }
00420 }
00421 }
00422 else if ( self->client->NPC_class == CLASS_INTERROGATOR && ( mod == MOD_DEMP2 || mod == MOD_DEMP2_ALT ) && other )
00423 {
00424 vec3_t dir;
00425
00426 VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir );
00427 VectorNormalize( dir );
00428
00429 VectorMA( self->client->ps.velocity, 550, dir, self->client->ps.velocity );
00430 self->client->ps.velocity[2] -= 127;
00431 }
00432
00433 NPC_Pain( self, attacker, damage);
00434 }
00435
00436
00437
00438
00439
00440
00441
00442 void Droid_Pain(void)
00443 {
00444 if (TIMER_Done(NPC,"droidpain"))
00445 {
00446 NPCInfo->localState = LSTATE_NONE;
00447 }
00448 }
00449
00450
00451
00452
00453
00454
00455 void NPC_Mouse_Precache( void )
00456 {
00457 int i;
00458
00459 for (i = 1; i < 4; i++)
00460 {
00461 G_SoundIndex( va( "sound/chars/mouse/misc/mousego%d.wav", i ) );
00462 }
00463
00464 G_EffectIndex( "env/small_explode" );
00465 G_SoundIndex( "sound/chars/mouse/misc/death1" );
00466 G_SoundIndex( "sound/chars/mouse/misc/mouse_lp" );
00467 }
00468
00469
00470
00471
00472
00473
00474 void NPC_R5D2_Precache(void)
00475 {
00476 int i;
00477
00478 for ( i = 1; i < 5; i++)
00479 {
00480 G_SoundIndex( va( "sound/chars/r5d2/misc/r5talk%d.wav", i ) );
00481 }
00482
00483 G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );
00484 G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp2.wav" );
00485 G_EffectIndex( "env/med_explode");
00486 G_EffectIndex( "volumetric/droid_smoke" );
00487 G_EffectIndex("sparks/spark");
00488 G_EffectIndex( "chunks/r5d2head");
00489 G_EffectIndex( "chunks/r5d2head_veh");
00490 }
00491
00492
00493
00494
00495
00496
00497 void NPC_R2D2_Precache(void)
00498 {
00499 int i;
00500
00501 for ( i = 1; i < 4; i++)
00502 {
00503 G_SoundIndex( va( "sound/chars/r2d2/misc/r2d2talk0%d.wav", i ) );
00504 }
00505
00506 G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );
00507 G_SoundIndex( "sound/chars/r2d2/misc/r2_move_lp.wav" );
00508 G_EffectIndex( "env/med_explode");
00509 G_EffectIndex( "volumetric/droid_smoke" );
00510 G_EffectIndex("sparks/spark");
00511 G_EffectIndex( "chunks/r2d2head");
00512 G_EffectIndex( "chunks/r2d2head_veh");
00513 }
00514
00515
00516
00517
00518
00519
00520 void NPC_Gonk_Precache( void )
00521 {
00522 G_SoundIndex("sound/chars/gonk/misc/gonktalk1.wav");
00523 G_SoundIndex("sound/chars/gonk/misc/gonktalk2.wav");
00524
00525 G_SoundIndex("sound/chars/gonk/misc/death1.wav");
00526 G_SoundIndex("sound/chars/gonk/misc/death2.wav");
00527 G_SoundIndex("sound/chars/gonk/misc/death3.wav");
00528
00529 G_EffectIndex( "env/med_explode");
00530 }
00531
00532
00533
00534
00535
00536
00537 void NPC_Protocol_Precache( void )
00538 {
00539 G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );
00540 G_EffectIndex( "env/med_explode");
00541 }
00542
00543
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00591
00592
00593
00594
00595
00596
00597 void NPC_BSDroid_Default( void )
00598 {
00599
00600 if ( NPCInfo->localState == LSTATE_SPINNING )
00601 {
00602 Droid_Spin();
00603 }
00604 else if ( NPCInfo->localState == LSTATE_PAIN )
00605 {
00606 Droid_Pain();
00607 }
00608 else if ( NPCInfo->localState == LSTATE_DROP )
00609 {
00610 NPC_UpdateAngles( qtrue, qtrue );
00611 ucmd.upmove = crandom() * 64;
00612 }
00613 else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
00614 {
00615 Droid_Patrol();
00616 }
00617 else
00618 {
00619 Droid_Run();
00620 }
00621 }