void() movetarget_f; void() t_movetarget; void() knight_walk1; void() knight_bow6; void() knight_bow1; void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage; /* .enemy Will be world if not currently angry at anyone. .movetarget The next path spot to walk toward. If .enemy, ignore .movetarget. When an enemy is killed, the monster will try to return to it's path. .huntt_ime Set to time + something when the player is in sight, but movement straight for him is blocked. This causes the monster to use wall following code for movement direction instead of sighting on the player. .ideal_yaw A yaw angle of the intended direction, which will be turned towards at up to 45 deg / state. If the enemy is in view and hunt_time is not active, this will be the exact line towards the enemy. .pausetime A monster will leave it's stand state and head towards it's .movetarget when time > .pausetime. walkmove(angle, speed) primitive is all or nothing */ // // globals // float current_yaw; // // 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 // entity sight_entity; float sight_entity_time; 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 = { local 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 = { local vector spot1, spot2; local 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 = { local 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 = { local vector vec; local float dot; makevectors(self.angles); vec = normalize(targ.origin - self.origin); dot = vec * v_forward; if(dot > 0.3) { return TRUE; } return FALSE; }; //============================================================================ /* =========== ChangeYaw Turns towards self.ideal_yaw at self.yaw_speed Sets the global variable current_yaw Called every 0.1 sec by monsters ============ */ /* void() ChangeYaw = { local float ideal, move; //current_yaw = self.ideal_yaw; // mod down the current angle current_yaw = anglemod(self.angles_y ); ideal = self.ideal_yaw; if(current_yaw == ideal) return; move = ideal - current_yaw; if(ideal > current_yaw) { if(move > 180) move = move - 360; } else { if(move < -180) move = move + 360; } if(move > 0) { if(move > self.yaw_speed) move = self.yaw_speed; } else { if(move < 0-self.yaw_speed ) move = 0-self.yaw_speed; } current_yaw = anglemod(current_yaw + move); self.angles_y = current_yaw; }; */ //============================================================================ 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 = { local 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 = { local entity client; local 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); /* local 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 = { local vector mtemp; movedist = dist; if(self.classname == "monster_dragon") { movetogoal(dist); return; } // 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 = { local 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 = { local float delta; delta = anglemod(self.angles_y - self.ideal_yaw); if(delta > 45 && delta < 315) { return FALSE; } return TRUE; }; //============================================================================= float() WizardCheckAttack; float() DogCheckAttack; 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 = { local 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 = { local vector delta; local float axis; local 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... };