735 lines
14 KiB
Plaintext
735 lines
14 KiB
Plaintext
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;
|
|
}
|
|
} 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;
|
|
}
|
|
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...
|
|
};
|
|
|