/* Copyright (C) 1996-2022 id Software LLC 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() t_movetarget; void() knight_walk1; void() knight_bow6; void() knight_bow1; void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage; float CanTakedamage(entity e) = { return e.takedamage > 0; } /* .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 // // // 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 ============================================================================== */ /*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 = { if (!self.targetname) objerror ("path_corner with no targetname.\n"); if (self.wait < 0) self.wait = 999999; self.solid = SOLID_TRIGGER; self.touch = t_movetarget; setsize (self, '-8 -8 -8', '8 8 8'); }; /* ============= 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 self.owner = other; //We have a valid visitor! if(other.dmg_inflictor && other.dmg_inflictor.classname == "path_corner") { //Clear the previous path corner from owning our new visitor if(other.dmg_inflictor.owner == other.dmg_inflictor) { other.dmg_inflictor.owner = world; } } other.dmg_inflictor = self; if(other.pausetime > time) return; // Waiting to walk... 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 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 (); } else if(other.wait) { self.pausetime = time + other.wait; self.th_stand (); } }; //============================================================================ // Functions for changing how path_corners work. //============================================================================ void monster_use(); void target_cancelpause_use() { entity mon = find(world, targetname, self.target); while(mon) { if(mon.flags & FL_MONSTER) { mon.pausetime = 0; mon.use = monster_use; } mon = find(mon, targetname, self.target); } } /*QUAKED target_cancelpause (0.5 0.3 0) (-8 -8 -8) (8 8 8) When activated, will zero out the pausetime for monsters, causing them to continue walking their paths. */ void target_cancelpause() { if(!self.target) objerror("target_cancelpause with no target given.\n"); if(!self.targetname) objerror("target_cancelpause with no targetname given.\n"); self.use = target_cancelpause_use; } //============================================================================ void target_switchpath_use() { entity e = find(world, targetname, self.target); while(e) { if(e.classname == "path_corner") { string oldTarget = e.target; // Just switch the target e.target = self.netname; // Has this corner been visited by a monster lately? if(e.owner) { entity o = e.owner; entity oldTargetEntity = find(world, targetname, oldTarget); if(o.movetarget == oldTargetEntity) { // Switch that monster over to walk to the new target instead o.goalentity = o.movetarget = find(world, targetname, e.target); o.ideal_yaw = vectoyaw(o.goalentity.origin - o.origin); } } } e = find(e, targetname, self.target); } } /*QUAKED target_switchpath (0.5 0.3 0) (-8 -8 -8) (8 8 8) When activated, will switch out the target . */ void target_switchpath() { if(!self.target) objerror("target_switchtarget with no target given.\n"); if(!self.targetname) objerror("target_switchtarget with no targetname given.\n"); if(!self.netname) objerror("target_switchtarget with no netname given.\n"); self.use = target_switchpath_use; } #ifdef MONSTERS_AWARE_OF_CONTENTS #define RETURN_IF_DIED_FROM_CONTENTS_DAMAGE if(CheckContentsDamage()) return; //============================================================================ // CheckContentsDamage // Returns TRUE if the monster died and shouldn't proceed with its current think //============================================================================ .float dmgtime; float CheckContentsDamage() { if(self.waterlevel == 0) return FALSE; //Not in any liquid if(self.health <= 0) return FALSE; //Dead or dying if(time < self.dmgtime) return FALSE; //Still processing damage from last time if(self.spawnflags & SPAWNFLAG_NO_CONTENTS_DAMAGE) return FALSE; //We're immune if(self.watertype == CONTENT_SLIME) { self.dmgtime = time + 1; T_Damage (self, world, world, 4 * self.waterlevel); // self.pain_finished = 0; //Enable for spasming monsters } else if(self.watertype == CONTENT_LAVA) { self.dmgtime = time + 0.2; if(self.classname == "monster_zombie") { T_Damage (self, world, world, 120); // GIB! return TRUE; } T_Damage (self, world, world, 30 * self.waterlevel); // self.pain_finished = 0; //Enable for spasming monsters } return self.health <= 0; } #else #define RETURN_IF_DIED_FROM_CONTENTS_DAMAGE ; #endif //============================================================================ const vector RANGES_NORMAL = '120 500 1000'; const vector RANGES_NEARSIGHTED = '120 300 340'; const float VISIONCONE_NORMAL = 0.3; const float VISIONCONE_NEARSIGHTED = 0.866; // ~30 degrees /* ============= 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 = { vector spot1 = self.origin + self.view_ofs; vector spot2 = targ.origin + targ.view_ofs; float r = vlen (spot1 - spot2); vector ranges = (self.spawnflags & SPAWNFLAG_NEARSIGHTED) ? ((self.enemy) ? RANGES_NORMAL * 0.8 : RANGES_NEARSIGHTED) : RANGES_NORMAL; if (r < ranges_x) return RANGE_MELEE; if (r < ranges_y) return RANGE_NEAR; if (r < ranges_z) 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, dottarget; makevectors (self.angles); vec = normalize (targ.origin - self.origin); dot = vec * v_forward; dottarget = (self.spawnflags & SPAWNFLAG_NEARSIGHTED) ? VISIONCONE_NEARSIGHTED : VISIONCONE_NORMAL; if ( dot > dottarget) { return TRUE; } return FALSE; }; //============================================================================ 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_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; //First, if we are attacking friends, try to find another friend if(self.spawnflags & MONSTER_ATTACK_FRIEND) { entity f = SUB_RandomTarget(self, CanTakedamage); if(f) { self.enemy = f; FoundTarget (); return TRUE; } } // 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 ( !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 = { RETURN_IF_DIED_FROM_CONTENTS_DAMAGE movedist = dist; // 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 = { RETURN_IF_DIED_FROM_CONTENTS_DAMAGE if (FindTarget ()) return; if (time > self.pausetime) { self.th_walk (); return; } }; /* ============= 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_visible) return FALSE; 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_pathtogoal Advanced movement code that use the bots pathfinder if allowed and conditions are right. Feel free to add any other conditions needed. ============= */ void ai_pathtogoal( float dist ) { if ( self.allowPathFind == FALSE ) { movetogoal( dist ); // can't use pathfinding, so use normal Quake movement behavior. return; } if ( enemy_visible ) { if ( self.combat_style == CS_RANGED ) { // do the normal "shoot, walk, shoot" behavior... movetogoal( dist ); return; } else if ( self.combat_style == CS_MELEE ) { // path pretty close to the enemy, then let normal Quake movement take over. if ( enemy_range > RANGE_NEAR ) { if ( walkpathtogoal( dist, self.enemy.origin ) == PATH_IN_PROGRESS ) { return; } } } else if ( self.combat_style == CS_MIXED ) { // most mixed combat AI have fairly short range attacks, so try to path within mid range. if ( enemy_range > RANGE_MID ) { if ( walkpathtogoal( dist, self.enemy.origin ) == PATH_IN_PROGRESS ) { return; } } } } else { // we can't see our enemy, let's see if we can path to them if ( walkpathtogoal( dist, self.enemy.origin ) == PATH_IN_PROGRESS ) { return; } } movetogoal( dist ); // fall back to normal Quake movement behavior. } /* ============= ai_run The monster has an enemy it is trying to kill ============= */ void(float dist) ai_run = { RETURN_IF_DIED_FROM_CONTENTS_DAMAGE movedist = dist; // see if the enemy is dead if (self.enemy.health <= 0) { self.enemy = world; 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_visible = visible(self.enemy); if (enemy_visible) self.search_time = time + 5; // look for other coop players if (coop && self.search_time < time) { if (FindTarget ()) return; } 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; } if ( isHordeMode ) { ai_pathtogoal( dist ); } else { // head straight in movetogoal( dist ); // done in C code... } };