void NPC_BehaviorSet_Charmed( int bState ) { switch( bState ) { case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across NPC_BSFollowLeader(); break; case BS_REMOVE: NPC_BSRemove(); break; case BS_SEARCH: //# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies NPC_BSSearch(); break; case BS_WANDER: //# 46: Wander down random waypoint paths NPC_BSWander(); break; case BS_FLEE: NPC_BSFlee(); break; default: case BS_DEFAULT://whatever NPC_BSDefault(); break; } }
void NPC_BehaviorSet_Default( int bState ) { switch( bState ) { case BS_ADVANCE_FIGHT://head toward captureGoal, shoot anything that gets in the way NPC_BSAdvanceFight (); break; case BS_SLEEP://Follow a path, looking for enemies NPC_BSSleep (); break; case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across NPC_BSFollowLeader(); break; case BS_JUMP: //41: Face navgoal and jump to it. NPC_BSJump(); break; case BS_REMOVE: NPC_BSRemove(); break; case BS_SEARCH: //# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies NPC_BSSearch(); break; case BS_NOCLIP: NPC_BSNoClip(); break; case BS_WANDER: //# 46: Wander down random waypoint paths NPC_BSWander(); break; case BS_FLEE: NPC_BSFlee(); break; case BS_WAIT: NPC_BSWait(); break; case BS_CINEMATIC: NPC_BSCinematic(); break; default: case BS_DEFAULT://whatever NPC_BSDefault(); break; } }
/* ------------------------- NPC_BSWampa_Default ------------------------- */ void NPC_BSWampa_Default( void ) { 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( NPC, "rageTime" ) ) {//do nothing but roar first time we see an enemy NPC_FaceEnemy( qtrue ); return; } if ( NPC->enemy ) { if ( !TIMER_Done(NPC,"attacking") ) {//in middle of attack //face enemy NPC_FaceEnemy( qtrue ); //continue attack logic enemyDist = Distance( NPC->r.currentOrigin, NPC->enemy->r.currentOrigin ); Wampa_Attack( enemyDist, qfalse ); return; } else { if ( TIMER_Done(NPC,"angrynoise") ) { G_Sound( NPC, CHAN_VOICE, G_SoundIndex( 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 ( 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 ); //just lost my enemy if ( (NPC->spawnflags&2) ) {//search around me if I don't have an enemy NPC_BSSearchStart( NPC->waypoint, BS_SEARCH ); NPCInfo->tempBehavior = BS_DEFAULT; } else if ( (NPC->spawnflags&1) ) {//wander if I don't have an enemy NPC_BSSearchStart( NPC->waypoint, BS_WANDER ); NPCInfo->tempBehavior = BS_DEFAULT; } return; } } if ( TIMER_Done( NPC, "lookForNewEnemy" ) ) { gentity_t *newEnemy, *sav_enemy = NPC->enemy;//FIXME: what about NPC->lastEnemy? NPC->enemy = NULL; newEnemy = NPC_CheckEnemy( 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 ); //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_Sound( NPC, CHAN_AUTO, G_SoundIndex( "sound/chars/wampa/misc/anger3.wav" ) ); TIMER_Set( NPC, "idlenoise", Q_irand( 2000, 4000 ) ); } if ( (NPC->spawnflags&2) ) {//search around me if I don't have an enemy if ( NPCInfo->homeWp == WAYPOINT_NONE ) {//no homewap, initialize the search behavior NPC_BSSearchStart( WAYPOINT_NONE, BS_SEARCH ); NPCInfo->tempBehavior = BS_DEFAULT; } ucmd.buttons |= BUTTON_WALKING; NPC_BSSearch();//this automatically looks for enemies } else if ( (NPC->spawnflags&1) ) {//wander if I don't have an enemy if ( NPCInfo->homeWp == WAYPOINT_NONE ) {//no homewap, initialize the wander behavior NPC_BSSearchStart( WAYPOINT_NONE, BS_WANDER ); NPCInfo->tempBehavior = BS_DEFAULT; } ucmd.buttons |= BUTTON_WALKING; NPC_BSWander(); if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { if ( NPC_CheckEnemyExt( qtrue ) == qfalse ) { Wampa_Idle(); } else { Wampa_CheckRoar( NPC ); TIMER_Set( NPC, "lookForNewEnemy", Q_irand( 5000, 15000 ) ); } } } else { if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES ) { Wampa_Patrol(); } else { Wampa_Idle(); } } } NPC_UpdateAngles( qtrue, qtrue ); }
void NPC_BehaviorSet_Default( int bState ) { switch( bState ) { case BS_WAIT://Do abolutely nothing NPC_BSWait (); break; case BS_IDLE://Stand around, move if have a goal, update angles NPC_BSIdle (); break; case BS_ROAM://Roam around, collect stuff NPC_BSRoam (); break; case BS_WALK://Walk toward their goals NPC_BSWalk (); break; case BS_CROUCH://Crouch-Walk toward their goals NPC_BSCrouch (); break; case BS_RUN://Run toward their goals NPC_BSRun (); break; case BS_STAND_AND_SHOOT://Stay in one spot and shoot- duck when neccesary NPC_BSStandAndShoot (); break; case BS_STAND_GUARD://Wait around for an enemy NPC_BSStandGuard (); break; case BS_PATROL://Follow a path, looking for enemies NPC_BSPatrol (); break; case BS_HUNT_AND_KILL://Track down enemies and kill them NPC_BSHuntAndKill (); break; case BS_EVADE://Run from enemies NPC_BSEvade (); break; case BS_EVADE_AND_SHOOT://Run from enemies, shoot them if they hit you NPC_BSEvadeAndShoot (); break; case BS_RUN_AND_SHOOT://Run to your goal and shoot enemy when possible NPC_BSRunAndShoot (); break; case BS_DEFEND://Defend an entity or spot? NPC_BSDefend (); break; case BS_COMBAT://Attack, evade, use cover, move about, etc. Full combat AI - id Bot code NPC_BSCombat (); break; case BS_MEDIC://Go for lowest health buddy, hide and heal him. NPC_BSMedic (); break; case BS_MEDIC_COMBAT: //27: Run to and heal people to a certain level then go back to hiding spot NPC_BSMedicCombat (); break; case BS_MEDIC_HIDE: //28: Stay in hiding spot and wait for others to come to you NPC_BSMedicHide (); break; case BS_TAKECOVER://Find nearest cover from enemies NPC_BSTakeCover (); break; case BS_GET_AMMO://Go get some ammo NPC_BSGetAmmo (); break; case BS_ADVANCE_FIGHT://head toward captureGoal, shoot anything that gets in the way NPC_BSAdvanceFight (); break; case BS_FACE://Face a direction NPC_BSFace (); break; case BS_FORMATION://Maintain a formation NPC_BSFormation (); break; case BS_MOVE: NPC_BSMove(); break; case BS_WAITHEAL: //24: Do nothing until health > 75 NPC_BSWaitHeal(); break; case BS_SHOOT: //25: shoot straight ahead NPC_BSShoot(); break; case BS_SNIPER: //26: wait for a good shot NPC_BSSniper(); break; case BS_POINT_AND_SHOOT: NPC_BSPointShoot(qtrue); break; case BS_FACE_ENEMY: NPC_BSPointShoot(qfalse); break; case BS_INVESTIGATE: //29: NPC_BSInvestigate(); break; case BS_SLEEP://Follow a path, looking for enemies NPC_BSSleep (); break; case BS_SAY://36: Turn to sayTarg, use talk anim, say your sayString (look up string in your sounds table), exit tempBState when sound finished (anim of mouth should be timed to length of sound as well) NPC_BSSay (); break; case BS_AIM://37: Turn head and torso to facing, keep feet in place if you can NPC_BSFace (); break; case BS_LOOK://38: Turn head only to facing, keep torso and head in place if you can NPC_BSFace (); break; case BS_POINT_COMBAT://39: Head toward closest empty point_combat and shoot from there NPC_BSPointCombat (); break; case BS_FOLLOW_LEADER://# 40: Follow your leader and shoot any enemies you come across NPC_BSFollowLeader(); break; case BS_JUMP: //41: Face navgoal and jump to it. NPC_BSJump(); break; case BS_REMOVE: NPC_BSRemove(); break; case BS_SEARCH: //# 43: Using current waypoint as a base, search the immediate branches of waypoints for enemies NPC_BSSearch(); break; case BS_FLY: //# 44: Moves around without gravity NPC_BSFly(); break; case BS_NOCLIP: NPC_BSNoClip(); break; case BS_WANDER: //# 46: Wander down random waypoint paths NPC_BSWander(); break; case BS_FACE_LEADER://# 47: Keep facing the leader NPC_BSFaceLeader(); break; default: case BS_DEFAULT://whatever NPC_BSIdle (); break; } }