// ai_fight.qc: monster attack functions /* A monster is in fight mode if it thinks it can effectively attack its enemy. When it decides it can't attack, it goes into hunt mode. */ //============================================================================= /* =========== check_attack The player is in view, so decide to move or launch an attack Returns FALSE if movement should continue ============ */ float() check_attack = { vector spot1, spot2; entity targ; float chance; targ = self.enemy; // see if any entities are in the way of the shot spot1 = self.origin + self.view_ofs; spot2 = targ.origin + targ.view_ofs; trace_line(spot1, spot2, FALSE, self); if(trace_ent != targ) { return FALSE; // don't have a clear shot } if(trace_inopen && trace_inwater) { return FALSE; // sight line crossed contents } if(enemy_range == RANGE_MELEE) { // melee attack if(self.th_melee) { if(self.classname == "monster_knight") { knight_attack(); } else { self.th_melee(); } return TRUE; } } // missile attack if(!self.th_missile) { return FALSE; } if(time < self.attack_finished) { return FALSE; } if(enemy_range == RANGE_FAR) { return FALSE; } if(enemy_range == RANGE_MELEE) { chance = 0.9; self.attack_finished = 0; } else if(enemy_range == RANGE_NEAR) { if(self.th_melee) { chance = 0.2; } else { chance = 0.4; } } else if(enemy_range == RANGE_MID) { if(self.th_melee) { chance = 0.05; } else { chance = 0.1; } } else { chance = 0; } if(random() < chance) { self.th_missile(); sub_attack_finished(2 * random()); return TRUE; } return FALSE; }; /* ============= ai_face Stay facing the enemy ============= */ void() ai_face = { self.ideal_yaw = vec_yaw(self.enemy.origin - self.origin); change_yaw(); }; /* ============= ai_charge The monster is in a melee attack, so get as close as possible to .enemy ============= */ void(float d) ai_charge = { ai_face(); move_to_goal(d); // done in C code... }; void() ai_charge_side = { vector dtemp; float heading; // aim to the left of the enemy for a flyby self.ideal_yaw = vec_yaw(self.enemy.origin - self.origin); change_yaw(); make_vectors(self.angles); dtemp = self.enemy.origin - 30 * v_right; heading = vec_yaw(dtemp - self.origin); walk_move(heading, 20); }; /* ============= ai_melee ============= */ void() ai_melee = { vector delta; float ldmg; if(!self.enemy) { return; // removed before stroke } delta = self.enemy.origin - self.origin; if(vec_len(delta) > 60) { return; } ldmg = (random() + random() + random()) * 3; ent_damage(self.enemy, self, self, ldmg); }; void() ai_melee_side = { vector delta; float ldmg; if(!self.enemy) { return; // removed before stroke } ai_charge_side(); delta = self.enemy.origin - self.origin; if(vec_len(delta) > 60) { return; } if(!ent_can_damage(self.enemy, self)) { return; } ldmg = (random() + random() + random()) * 3; ent_damage(self.enemy, self, self, ldmg); };