/* 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. */ void() knight_atk1; void() knight_runatk1; float() DemonCheckAttack; float(float v) anglemod; void(vector dest) ChooseTurn; void(entity targ, entity inflictor, entity attacker, float damage) X_Damage; void() ai_face; 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_MELEE) { chance = 0.9; self.attack_finished = 0; } else if (enemy_range == RANGE_NEAR) { if (self.th_melee) chance = 0.95; else chance = 0.95; } else if (enemy_range == RANGE_MID) { if (self.th_melee) chance = 0.95; else chance = 0.95; } else if (enemy_range == RANGE_FAR) { if (self.th_melee) chance = 0.9; else chance = 0.9; } else chance = 0; if (random () < chance) { self.th_missile (); SUB_AttackFinished (3*random()); return TRUE; } return FALSE; }; /* ============= ai_face Stay facing the enemy ============= */ void() ai_face = { self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); ChangeYaw (); if (self.enemy.sneak > 0)//invisible, estimate position { self.angles_y += random()*50; self.angles_y -= random()*50; } }; /* ============= ai_charge The monster is in a melee attack, so get as close as possible to .enemy ============= */ float (entity targ) visible; float(entity targ) infront; float(entity targ) range; 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 Monster melee weapons will have armor-piercing properties to make them feared, with the exception of the dogs, which will have great damage that does not go through armor. ============= */ 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 = 6+random()*6; 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 = 0.9; else if (enemy_range == RANGE_MID) chance = 0.9; else if (enemy_range == RANGE_FAR) chance = 0.9; 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; 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; };