super-coop/source/ai.qc

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// ai.qc: monster AI functions
//
// when a monster becomes angry at a player, that monster will be used
// as the sight target the next frame so that monsters near that one
// will wake up even if they wouldn't have noticed the player
//
float(float v) anglemod = {
while(v >= 360) {
v = v - 360;
}
while(v < 0) {
v = v + 360;
}
return v;
};
/*
==============================================================================
MOVETARGET CODE
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
targetname
must be present. The name of this movetarget.
target
the next spot to move to. If not present, stop here for good.
pausetime
The number of seconds to spend standing or bowing for path_stand or path_bow
==============================================================================
*/
void() movetarget_f = {
if(!self.targetname) {
objerror("monster_movetarget: no targetname");
}
self.solid = SOLID_TRIGGER;
self.touch = t_movetarget;
setsize(self, '-8 -8 -8', '8 8 8');
};
/*QUAKED path_corner(0.5 0.3 0) (-8 -8 -8) (8 8 8)
Monsters will continue walking towards the next target corner.
*/
void() path_corner = {
movetarget_f();
};
/*
=============
t_movetarget
Something has bumped into a movetarget. If it is a monster
moving towards it, change the next destination and continue.
==============
*/
void() t_movetarget = {
entity temp;
if(other.movetarget != self) {
return;
}
if(other.enemy) {
return; // fighting, not following a path
}
temp = self;
self = other;
other = temp;
if(self.classname == "monster_ogre") {
sound(self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE); // play chainsaw drag sound
}
//dprint("t_movetarget\n");
self.goalentity = self.movetarget = find(world, targetname, other.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if(!self.movetarget) {
self.pausetime = time + 999999;
self.th_stand();
return;
}
};
//============================================================================
/*
=============
range
returns the range catagorization of an entity reletive to self
0 melee range, will become hostile even if back is turned
1 visibility and infront, or visibility and show hostile
2 infront and show hostile
3 only triggered by damage
=============
*/
float(entity targ) range = {
vector spot1, spot2;
float r;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
r = vlen(spot1 - spot2);
if(r < 120) {
return RANGE_MELEE;
}
if(r < 500) {
return RANGE_NEAR;
}
if(r < 1000) {
return RANGE_MID;
}
return RANGE_FAR;
};
/*
=============
visible
returns 1 if the entity is visible to self, even if not infront()
=============
*/
float(entity targ) visible = {
vector spot1, spot2;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline(spot1, spot2, TRUE, self); // see through other monsters
if(trace_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(trace_fraction == 1) {
return TRUE;
}
return FALSE;
};
/*
=============
infront
returns 1 if the entity is in front(in sight) of self
=============
*/
float(entity targ) infront = {
vector vec;
float dot;
makevectors(self.angles);
vec = normalize(targ.origin - self.origin);
dot = vec * v_forward;
if(dot > 0.3) {
return TRUE;
}
return FALSE;
};
//============================================================================
void() HuntTarget = {
self.goalentity = self.enemy;
self.think = self.th_run;
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.nextthink = time + 0.1;
SUB_AttackFinished(1); // wait a while before first attack
};
void() SightSound = {
float rsnd;
if(self.classname == "monster_ogre") {
sound(self, CHAN_VOICE, "ogre/ogwake.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_knight") {
sound(self, CHAN_VOICE, "knight/ksight.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_shambler") {
sound(self, CHAN_VOICE, "shambler/ssight.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_demon1") {
sound(self, CHAN_VOICE, "demon/sight2.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_wizard") {
sound(self, CHAN_VOICE, "wizard/wsight.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_zombie") {
sound(self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_dog") {
sound(self, CHAN_VOICE, "dog/dsight.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_hell_knight") {
sound(self, CHAN_VOICE, "hknight/sight1.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_tarbaby") {
sound(self, CHAN_VOICE, "blob/sight1.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_vomit") {
sound(self, CHAN_VOICE, "vomitus/v_sight1.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_enforcer") {
rsnd = rint(random() * 3);
if(rsnd == 1) {
sound(self, CHAN_VOICE, "enforcer/sight1.wav", 1, ATTN_NORM);
} else if(rsnd == 2) {
sound(self, CHAN_VOICE, "enforcer/sight2.wav", 1, ATTN_NORM);
} else if(rsnd == 0) {
sound(self, CHAN_VOICE, "enforcer/sight3.wav", 1, ATTN_NORM);
} else {
sound(self, CHAN_VOICE, "enforcer/sight4.wav", 1, ATTN_NORM);
}
} else if(self.classname == "monster_army") {
sound(self, CHAN_VOICE, "soldier/sight1.wav", 1, ATTN_NORM);
} else if(self.classname == "monster_shalrath") {
sound(self, CHAN_VOICE, "shalrath/sight.wav", 1, ATTN_NORM);
}
};
void() FoundTarget = {
if(self.enemy.classname == "player") {
// let other monsters see this monster for a while
sight_entity = self;
sight_entity_time = time;
}
self.show_hostile = time + 1; // wake up other monsters
SightSound();
HuntTarget();
};
/*
===========
FindTarget
Self is currently not attacking anything, so try to find a target
Returns TRUE if an enemy was sighted
When a player fires a missile, the point of impact becomes a fakeplayer so
that monsters that see the impact will respond as if they had seen the
player.
To avoid spending too much time, only a single client(or fakeclient) is
checked each frame. This means multi player games will have slightly
slower noticing monsters.
============
*/
float() FindTarget = {
entity client;
float r;
// if the first spawnflag bit is set, the monster will only wake up on
// really seeing the player, not another monster getting angry
// spawnflags & 3 is a big hack, because zombie crucified used the first
// spawn flag prior to the ambush flag, and I forgot about it, so the second
// spawn flag works as well
if(sight_entity_time >= time - 0.1 && !(self.spawnflags & 3)) {
client = sight_entity;
if(client.enemy == self.enemy) {
return FALSE;
}
} else {
client = checkclient();
if(!client) {
return FALSE; // current check entity isn't in PVS
}
}
if(client == self.enemy) {
return FALSE;
}
if(client.flags & FL_NOTARGET) {
return FALSE;
}
if(client.items & IT_INVISIBILITY) {
return FALSE;
}
r = range(client);
if(r == RANGE_FAR) {
return FALSE;
}
if(!visible(client)) {
return FALSE;
}
if(r == RANGE_NEAR) {
if(client.show_hostile < time && !infront(client)) {
return FALSE;
}
} else if(r == RANGE_MID) {
if(/* client.show_hostile < time || */ !infront(client)) {
return FALSE;
}
}
//
// got one
//
self.enemy = client;
if(self.enemy.classname != "player") {
self.enemy = self.enemy.enemy;
if(self.enemy.classname != "player") {
self.enemy = world;
return FALSE;
}
}
FoundTarget();
return TRUE;
};
//=============================================================================
void(float dist) ai_forward = {
walkmove(self.angles_y, dist);
};
void(float dist) ai_back = {
walkmove((self.angles_y + 180), dist);
};
/*
=============
ai_pain
stagger back a bit
=============
*/
void(float dist) ai_pain = {
ai_back(dist);
/*
float away;
away = anglemod(vectoyaw(self.origin - self.enemy.origin)
+ 180*(random()- 0.5) );
walkmove(away, dist);
*/
};
/*
=============
ai_painforward
stagger back a bit
=============
*/
void(float dist) ai_painforward = {
walkmove(self.ideal_yaw, dist);
};
/*
=============
ai_walk
The monster is walking it's beat
=============
*/
void(float dist) ai_walk = {
vector mtemp;
movedist = dist;
// check for noticing a player
if(FindTarget()) {
return;
}
movetogoal(dist);
};
/*
=============
ai_stand
The monster is staying in one place for a while, with slight angle turns
=============
*/
void() ai_stand = {
if(FindTarget()) {
return;
}
if(time > self.pausetime) {
self.th_walk();
return;
}
// change angle slightly
};
/*
=============
ai_turn
don't move, but turn towards ideal_yaw
=============
*/
void() ai_turn = {
if(FindTarget()) {
return;
}
ChangeYaw();
};
//=============================================================================
/*
=============
ChooseTurn
=============
*/
void(vector dest3) ChooseTurn = {
vector dir, newdir;
dir = self.origin - dest3;
newdir_x = trace_plane_normal_y;
newdir_y = 0 - trace_plane_normal_x;
newdir_z = 0;
if(dir * newdir > 0) {
dir_x = 0 - trace_plane_normal_y;
dir_y = trace_plane_normal_x;
} else {
dir_x = trace_plane_normal_y;
dir_y = 0 - trace_plane_normal_x;
}
dir_z = 0;
self.ideal_yaw = vectoyaw(dir);
};
/*
============
FacingIdeal
============
*/
float() FacingIdeal = {
float delta;
delta = anglemod(self.angles_y - self.ideal_yaw);
if(delta > 45 && delta < 315) {
return FALSE;
}
return TRUE;
};
//=============================================================================
float() CheckAnyAttack = {
if(!enemy_vis) {
return 0;
}
if(self.classname == "monster_army") {
return SoldierCheckAttack();
}
if(self.classname == "monster_ogre") {
return OgreCheckAttack();
}
if(self.classname == "monster_shambler") {
return ShamCheckAttack();
}
if(self.classname == "monster_demon1") {
return DemonCheckAttack();
}
if(self.classname == "monster_dog") {
return DogCheckAttack();
}
if(self.classname == "monster_wizard") {
return WizardCheckAttack();
}
return CheckAttack();
};
/*
=============
ai_run_melee
Turn and close until within an angle to launch a melee attack
=============
*/
void() ai_run_melee = {
self.ideal_yaw = enemy_yaw;
ChangeYaw();
if(FacingIdeal()) {
self.th_melee();
self.attack_state = AS_STRAIGHT;
}
};
/*
=============
ai_run_missile
Turn in place until within an angle to launch a missile attack
=============
*/
void() ai_run_missile = {
self.ideal_yaw = enemy_yaw;
ChangeYaw();
if(FacingIdeal()) {
self.th_missile();
self.attack_state = AS_STRAIGHT;
}
};
/*
=============
ai_run_slide
Strafe sideways, but stay at aproximately the same range
=============
*/
void() ai_run_slide = {
float ofs;
self.ideal_yaw = enemy_yaw;
ChangeYaw();
if(self.lefty) {
ofs = 90;
} else {
ofs = -90;
}
if(walkmove(self.ideal_yaw + ofs, movedist)) {
return;
}
self.lefty = 1 - self.lefty;
walkmove(self.ideal_yaw - ofs, movedist);
};
/*
=============
ai_run
The monster has an enemy it is trying to kill
=============
*/
void(float dist) ai_run = {
vector delta;
float axis;
float direct, ang_rint, ang_floor, ang_ceil;
movedist = dist;
// see if the enemy is dead
if(self.enemy.health <= 0) {
self.enemy = world;
// FIXME: look all around for other targets
if(self.oldenemy.health > 0) {
self.enemy = self.oldenemy;
HuntTarget();
} else {
if(self.movetarget) {
self.th_walk();
} else {
self.th_stand();
}
return;
}
}
self.show_hostile = time + 1; // wake up other monsters
// check knowledge of enemy
enemy_vis = visible(self.enemy);
if(enemy_vis) {
self.search_time = time + 5;
}
// look for other coop players
if(coop && self.search_time < time) {
if(FindTarget()) {
return;
}
}
enemy_infront = infront(self.enemy);
enemy_range = range(self.enemy);
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
if(self.attack_state == AS_MISSILE) {
//dprint("ai_run_missile\n");
ai_run_missile();
return;
}
if(self.attack_state == AS_MELEE) {
//dprint("ai_run_melee\n");
ai_run_melee();
return;
}
if(CheckAnyAttack()) {
return; // beginning an attack
}
if(self.attack_state == AS_SLIDING) {
ai_run_slide();
return;
}
// head straight in
movetogoal(dist); // done in C code...
};