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