super-coop/source/fight.qc

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/*
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.
*/
float enemy_vis, enemy_infront, enemy_range;
float enemy_yaw;
void() knight_attack = {
local float len;
// decide if now is a good swing time
len = vlen(self.enemy.origin + self.enemy.view_ofs - (self.origin + self.view_ofs));
if(len < 80) {
knight_atk1();
} else {
knight_runatk1();
}
};
//=============================================================================
/*
===========
CheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() CheckAttack = {
local vector spot1, spot2;
local entity targ;
local 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;
traceline(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_AttackFinished(2 * random());
return TRUE;
}
return FALSE;
};
/*
=============
ai_face
Stay facing the enemy
=============
*/
void() ai_face = {
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ChangeYaw();
};
/*
=============
ai_charge
The monster is in a melee attack, so get as close as possible to .enemy
=============
*/
void(float d) ai_charge = {
ai_face();
movetogoal(d); // done in C code...
};
void() ai_charge_side = {
local vector dtemp;
local float heading;
// aim to the left of the enemy for a flyby
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ChangeYaw();
makevectors(self.angles);
dtemp = self.enemy.origin - 30 * v_right;
heading = vectoyaw(dtemp - self.origin);
walkmove(heading, 20);
};
/*
=============
ai_melee
=============
*/
void() ai_melee = {
local vector delta;
local float ldmg;
if(!self.enemy) {
return; // removed before stroke
}
delta = self.enemy.origin - self.origin;
if(vlen(delta) > 60) {
return;
}
ldmg = (random() + random() + random()) * 3;
T_Damage(self.enemy, self, self, ldmg);
};
void() ai_melee_side = {
local vector delta;
local float ldmg;
if(!self.enemy) {
return; // removed before stroke
}
ai_charge_side();
delta = self.enemy.origin - self.origin;
if(vlen(delta) > 60) {
return;
}
if(!CanDamage(self.enemy, self)) {
return;
}
ldmg = (random() + random() + random()) * 3;
T_Damage(self.enemy, self, self, ldmg);
};
//=============================================================================
/*
===========
SoldierCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() SoldierCheckAttack = {
local vector spot1, spot2;
local entity targ;
local 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;
traceline(spot1, spot2, FALSE, self);
if(trace_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(trace_ent != targ) {
return FALSE; // don't have a clear shot
}
// missile attack
if(time < self.attack_finished) {
return FALSE;
}
if(enemy_range == RANGE_FAR) {
return FALSE;
}
if(enemy_range == RANGE_MELEE) {
chance = 0.9;
} else if(enemy_range == RANGE_NEAR) {
chance = 0.4;
} else if(enemy_range == RANGE_MID) {
chance = 0.05;
} else {
chance = 0;
}
if(random() < chance) {
self.th_missile();
SUB_AttackFinished(1 + random());
if(random() < 0.3) {
self.lefty = !self.lefty;
}
return TRUE;
}
return FALSE;
};
//=============================================================================
/*
===========
ShamCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() ShamCheckAttack = {
local vector spot1, spot2;
local entity targ;
local float chance;
local float enemy_yaw;
if(enemy_range == RANGE_MELEE) {
if(CanDamage(self.enemy, self)) {
self.attack_state = AS_MELEE;
return TRUE;
}
}
if(time < self.attack_finished) {
return FALSE;
}
if(!enemy_vis) {
return FALSE;
}
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;
if(vlen(spot1 - spot2) > 600) {
return FALSE;
}
traceline(spot1, spot2, FALSE, self);
if(trace_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(trace_ent != targ) {
return FALSE; // don't have a clear shot
}
// missile attack
if(enemy_range == RANGE_FAR) {
return FALSE;
}
self.attack_state = AS_MISSILE;
SUB_AttackFinished(2 + 2 * random());
return TRUE;
};
//============================================================================
/*
===========
OgreCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() OgreCheckAttack = {
local vector spot1, spot2;
local entity targ;
local float chance;
if(enemy_range == RANGE_MELEE) {
if(CanDamage(self.enemy, self)) {
self.attack_state = AS_MELEE;
return TRUE;
}
}
if(time < self.attack_finished) {
return FALSE;
}
if(!enemy_vis) {
return FALSE;
}
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;
traceline(spot1, spot2, FALSE, self);
if(trace_inopen && trace_inwater) {
return FALSE; // sight line crossed contents
}
if(trace_ent != targ) {
return FALSE; // don't have a clear shot
}
// missile attack
if(time < self.attack_finished) {
return FALSE;
}
if(enemy_range == RANGE_FAR) {
return FALSE;
}
else if(enemy_range == RANGE_NEAR) {
chance = 0.10;
} else if(enemy_range == RANGE_MID) {
chance = 0.05;
} else {
chance = 0;
}
self.attack_state = AS_MISSILE;
SUB_AttackFinished(1 + 2 * random());
return TRUE;
};