mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-24 05:01:43 +00:00
713 lines
14 KiB
C++
713 lines
14 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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void() movetarget_f;
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void() t_movetarget;
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void() knight_walk1;
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void() knight_bow6;
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void() knight_bow1;
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void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage;
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/*
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.enemy
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Will be world if not currently angry at anyone.
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.movetarget
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The next path spot to walk toward. If .enemy, ignore .movetarget.
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When an enemy is killed, the monster will try to return to it's path.
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.hunt_time
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Set to time + something when the player is in sight, but movement straight for
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him is blocked. This causes the monster to use wall following code for
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movement direction instead of sighting on the player.
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.ideal_yaw
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A yaw angle of the intended direction, which will be turned towards at up
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to 45 deg / state. If the enemy is in view and hunt_time is not active,
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this will be the exact line towards the enemy.
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.pausetime
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A monster will leave it's stand state and head towards it's .movetarget when
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time > .pausetime.
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walkmove(angle, speed) primitive is all or nothing
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*/
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//
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// globals
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//
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//
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// when a monster becomes angry at a player, that monster will be used
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// as the sight target the next frame so that monsters near that one
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// will wake up even if they wouldn't have noticed the player
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//
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entity sight_entity;
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float sight_entity_time;
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void makevectorsfixed(vector ang) {
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ang_x *= -1;
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makevectors(ang);
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};
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float(float v) anglemod =
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{
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while (v >= 360)
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v = v - 360;
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while (v < 0)
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v = v + 360;
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return v;
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};
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/*
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==============================================================================
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MOVETARGET CODE
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The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
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targetname
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must be present. The name of this movetarget.
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target
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the next spot to move to. If not present, stop here for good.
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pausetime
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The number of seconds to spend standing or bowing for path_stand or path_bow
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==============================================================================
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*/
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void() movetarget_f =
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{
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if (!self.targetname)
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objerror ("monster_movetarget: no targetname");
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self.solid = SOLID_TRIGGER;
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self.touch = t_movetarget;
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setsize (self, '-8 -8 -8', '8 8 8');
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};
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/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
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Monsters will continue walking towards the next target corner.
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*/
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void() path_corner =
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{
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movetarget_f ();
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};
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/*
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=============
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t_movetarget
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Something has bumped into a movetarget. If it is a monster
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moving towards it, change the next destination and continue.
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==============
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*/
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void() t_movetarget =
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{
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local entity temp;
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if (other.movetarget != self)
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return;
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if (other.enemy)
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return; // fighting, not following a path
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temp = self;
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self = other;
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other = temp;
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if (self.classname == "monster_ogre")
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sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
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//dprint ("t_movetarget\n");
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self.goalentity = self.movetarget = find (world, targetname, other.target);
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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if (!self.movetarget)
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{
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self.pausetime = time + 999999;
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self.th_stand ();
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return;
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}
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};
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//============================================================================
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/*
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=============
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range
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returns the range catagorization of an entity reletive to self
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0 melee range, will become hostile even if back is turned
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1 visibility and infront, or visibility and show hostile
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2 infront and show hostile
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3 only triggered by damage
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=============
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*/
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float(entity targ) range =
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{
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local vector spot1, spot2;
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local float r;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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r = vlen (spot1 - spot2);
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if (r < 120)
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return RANGE_MELEE;
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if (r < 500)
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return RANGE_NEAR;
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if (r < 1000)
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return RANGE_MID;
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return RANGE_FAR;
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};
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/*
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=============
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visible
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returns 1 if the entity is visible to self, even if not infront ()
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=============
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*/
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float (entity targ) visible =
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{
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local vector spot1, spot2;
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spot1 = self.origin + self.view_ofs;
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spot2 = targ.origin + targ.view_ofs;
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traceline (spot1, spot2, TRUE, self); // see through other monsters
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if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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};
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/*
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=============
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infront
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returns 1 if the entity is in front (in sight) of self
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=============
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*/
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float(entity targ) infront =
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{
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local vector vec;
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local float dot;
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makevectorsfixed(self.angles);
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vec = normalize (targ.origin - self.origin);
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dot = vec * v_forward;
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if ( dot > 0.3)
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{
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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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void() HuntTarget =
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{
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self.goalentity = self.enemy;
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self.think = self.th_run;
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self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.nextthink = time + 0.1;
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SUB_AttackFinished (1); // wait a while before first attack
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};
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void SightSound() {
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if ( self.classname == "enforcer" ) {
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local float rsnd;
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rsnd = rint( random() * 3 );
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if (rsnd == 1)
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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else if (rsnd == 2)
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sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
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else if (rsnd == 0)
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sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
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else
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sound (self, CHAN_VOICE, self.noise4, 1, ATTN_NORM);
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} else {
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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}
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};
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void() FoundTarget =
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{
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if (self.enemy.classname == "player")
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{ // let other monsters see this monster for a while
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sight_entity = self;
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sight_entity_time = time;
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}
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self.show_hostile = time + 1; // wake up other monsters
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SightSound ();
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HuntTarget ();
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};
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/*
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===========
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FindTarget
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Self is currently not attacking anything, so try to find a target
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Returns TRUE if an enemy was sighted
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When a player fires a missile, the point of impact becomes a fakeplayer so
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that monsters that see the impact will respond as if they had seen the
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player.
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To avoid spending too much time, only a single client (or fakeclient) is
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checked each frame. This means multi player games will have slightly
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slower noticing monsters.
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============
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*/
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float() FindTarget =
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{
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local entity client;
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local float r;
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// if the first spawnflag bit is set, the monster will only wake up on
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// really seeing the player, not another monster getting angry
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// spawnflags & 3 is a big hack, because zombie crucified used the first
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// spawn flag prior to the ambush flag, and I forgot about it, so the second
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// spawn flag works as well
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if (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) )
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{
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client = sight_entity;
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if (client.enemy == self.enemy)
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return TRUE;
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}
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else
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{
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client = checkclient ();
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if (!client)
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return FALSE; // current check entity isn't in PVS
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}
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if (client == self.enemy)
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return FALSE;
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if (client.flags & FL_NOTARGET)
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return FALSE;
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if (client.items & IT_INVISIBILITY)
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return FALSE;
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r = range (client);
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if (r == RANGE_FAR)
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return FALSE;
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if (!visible (client))
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return FALSE;
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if (r == RANGE_NEAR)
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{
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if (client.show_hostile < time && !infront (client))
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return FALSE;
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}
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else if (r == RANGE_MID)
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{
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if ( !infront (client))
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return FALSE;
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}
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//
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// got one
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//
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self.enemy = client;
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if (self.enemy.classname != "player")
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{
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self.enemy = self.enemy.enemy;
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if (self.enemy.classname != "player")
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{
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self.enemy = world;
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return FALSE;
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}
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}
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FoundTarget ();
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return TRUE;
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};
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//=============================================================================
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void(float dist) ai_forward =
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{
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walkmove (self.angles_y, dist);
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};
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void(float dist) ai_back =
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{
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walkmove ( (self.angles_y+180), dist);
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};
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/*
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=============
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ai_pain
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stagger back a bit
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=============
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*/
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void(float dist) ai_pain =
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{
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ai_back (dist);
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};
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/*
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=============
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ai_painforward
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stagger back a bit
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=============
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*/
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void(float dist) ai_painforward =
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{
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walkmove (self.ideal_yaw, dist);
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};
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/*
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=============
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ai_walk
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The monster is walking it's beat
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=============
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*/
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void(float dist) ai_walk =
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{
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movedist = dist;
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// check for noticing a player
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if (FindTarget ())
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return;
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movetogoal (dist);
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};
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/*
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=============
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ai_stand
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The monster is staying in one place for a while, with slight angle turns
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=============
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*/
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void() ai_stand =
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{
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if (FindTarget ())
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return;
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if (time > self.pausetime)
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{
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self.th_walk ();
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return;
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}
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};
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/*
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=============
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ai_turn
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don't move, but turn towards ideal_yaw
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=============
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*/
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void() ai_turn =
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{
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if (FindTarget ())
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return;
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ChangeYaw ();
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};
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//=============================================================================
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/*
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=============
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ChooseTurn
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=============
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*/
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void(vector dest3) ChooseTurn =
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{
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local vector dir, newdir;
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dir = self.origin - dest3;
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newdir_x = trace_plane_normal_y;
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newdir_y = 0 - trace_plane_normal_x;
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newdir_z = 0;
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if (dir * newdir > 0)
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{
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dir_x = 0 - trace_plane_normal_y;
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dir_y = trace_plane_normal_x;
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}
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else
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{
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dir_x = trace_plane_normal_y;
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dir_y = 0 - trace_plane_normal_x;
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}
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dir_z = 0;
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self.ideal_yaw = vectoyaw(dir);
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};
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/*
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============
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FacingIdeal
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============
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*/
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float() FacingIdeal =
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{
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local float delta;
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delta = anglemod(self.angles_y - self.ideal_yaw);
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if (delta > 45 && delta < 315)
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return FALSE;
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return TRUE;
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};
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//=============================================================================
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float() WizardCheckAttack;
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float() DogCheckAttack;
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float() CheckAnyAttack =
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{
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if (!enemy_visible)
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return FALSE;
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if (self.classname == "monster_army")
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return SoldierCheckAttack ();
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if (self.classname == "monster_ogre")
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return OgreCheckAttack ();
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if (self.classname == "monster_shambler")
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return ShamCheckAttack ();
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if (self.classname == "monster_demon1")
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return DemonCheckAttack ();
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if (self.classname == "monster_dog")
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return DogCheckAttack ();
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if (self.classname == "monster_wizard")
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return WizardCheckAttack ();
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return CheckAttack ();
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};
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/*
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=============
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ai_run_melee
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Turn and close until within an angle to launch a melee attack
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=============
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*/
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void() ai_run_melee =
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{
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self.ideal_yaw = enemy_yaw;
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ChangeYaw ();
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if (FacingIdeal())
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{
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self.th_melee ();
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self.attack_state = AS_STRAIGHT;
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}
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};
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/*
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=============
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ai_run_missile
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Turn in place until within an angle to launch a missile attack
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=============
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*/
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void() ai_run_missile =
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{
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self.ideal_yaw = enemy_yaw;
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ChangeYaw ();
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if (FacingIdeal())
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{
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self.th_missile ();
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self.attack_state = AS_STRAIGHT;
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}
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};
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/*
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=============
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ai_run_slide
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Strafe sideways, but stay at aproximately the same range
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=============
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*/
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void() ai_run_slide =
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{
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local float ofs;
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self.ideal_yaw = enemy_yaw;
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ChangeYaw ();
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if (self.lefty)
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ofs = 90;
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else
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ofs = -90;
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if (walkmove (self.ideal_yaw + ofs, movedist))
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return;
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self.lefty = 1 - self.lefty;
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walkmove (self.ideal_yaw - ofs, movedist);
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};
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/*
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=============
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ai_pathtogoal
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Advanced movement code that use the bots pathfinder if allowed and conditions are right.
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Feel free to add any other conditions needed.
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=============
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*/
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void ai_pathtogoal( float dist ) {
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if ( self.allowPathFind == FALSE ) {
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movetogoal( dist ); // can't use pathfinding, so use normal Quake movement behavior.
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return;
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}
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if ( enemy_visible ) {
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if ( self.combat_style == CS_RANGED ) {
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// do the normal "shoot, walk, shoot" behavior...
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movetogoal( dist );
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return;
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} else if ( self.combat_style == CS_MELEE ) {
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// path pretty close to the enemy, then let normal Quake movement take over.
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if ( enemy_range > RANGE_NEAR ) {
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if ( walkpathtogoal( dist, self.enemy.origin ) == PATH_IN_PROGRESS ) {
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return;
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}
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}
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} else if ( self.combat_style == CS_MIXED ) {
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// most mixed combat AI have fairly short range attacks, so try to path within mid range.
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if ( enemy_range > RANGE_MID ) {
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if ( walkpathtogoal( dist, self.enemy.origin ) == PATH_IN_PROGRESS ) {
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return;
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}
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}
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}
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} else {
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// we can't see our enemy, let's see if we can path to them
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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 =
|
|
{
|
|
|
|
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_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_infront = infront(self.enemy);
|
|
enemy_range = range(self.enemy);
|
|
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
|
|
|
|
if (self.attack_state == AS_MISSILE)
|
|
{
|
|
ai_run_missile ();
|
|
return;
|
|
}
|
|
if (self.attack_state == AS_MELEE)
|
|
{
|
|
ai_run_melee ();
|
|
return;
|
|
}
|
|
|
|
if (CheckAnyAttack ())
|
|
return; // beginning an attack
|
|
|
|
if (self.attack_state == AS_SLIDING)
|
|
{
|
|
ai_run_slide ();
|
|
return;
|
|
}
|
|
|
|
// mal: added here for demonstration purposes for mods, but disabled by default in id1...
|
|
#ifdef USE_ADVANCED_PATHING
|
|
ai_pathtogoal( dist );
|
|
#else
|
|
movetogoal( dist ); // fall back to normal Quake movement behavior.
|
|
#endif
|
|
};
|