mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-22 12:01:25 +00:00
532706ede7
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1745 fc73d0e0-1445-4013-8a0c-d673dee63da5
745 lines
14 KiB
C++
745 lines
14 KiB
C++
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');
|
|
|
|
};
|
|
|
|
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 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 ( /* 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 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_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 (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...
|
|
};
|
|
|