123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766 |
- /* Copyright (C) 1996-1997 Id Software, Inc.
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- See file, 'COPYING', for details.
- */
- 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...
- };
|