quakec/source/server/ai/ai_core.qc

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/*
server/ai/ai_core.qc
ai stuff
Copyright (C) 2021-2022 NZ:P Team
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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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
void(float what) play_sound_z;
void() LinkZombiesHitbox;
entity() Dog_FindEnemy;
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void() path_corner_touch =
{
self.origin_z = self.origin_z + 32;
setorigin(self, self.origin);
self.classname = "path_corner";
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
self.touch = SUB_Null;
setsize(self, '0 0 0 ', '0 0 0');
if(!self.target)
{
if (self.spawnflags & 1)
return;
bprint(PRINT_HIGH, "path_corner with name: ");
bprint(PRINT_HIGH, self.targetname);
bprint(PRINT_HIGH, " has no target!\n");
}
}
//We want the path corner to drop to the ground and then we set it up 32 units so it's exact
void() path_corner =
{
self.classname = "path_corner_set";
self.movetype = MOVETYPE_BOUNCE;
self.solid = SOLID_BBOX;
self.touch = path_corner_touch;
setsize(self, '0 0 0 ', '0 0 0');
};
void() Respawn =
{
// cypress (20 dec 2023) -- whoever wrote this originally wasn't considering
// many factors.. if a zombie respawns there's a chance it'll be in a
// completely different playspace, where the initial window isn't visible
// at all, and removeZombie() does not clear that field (rightfully so).
// so i've replaced this with the same function i use to respawn zombies
// inside of the playable area, which calls self.th_die() and fibs to the
// zombie counter a little better, fixes that issue.
// Kill it.
self.th_die();
// This is a pseudo-hack that just tells the rounds core that we should
// spawn another.
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Current_Zombies--;
Remaining_Zombies++;
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};
entity(entity blarg) find_new_enemy =
{
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entity targets;
entity best_target;
float best_distance;
float distance;
best_distance = 10000;
best_target = world;
if (blarg.classname == "ai_zombie" || blarg.classname == "ai_dog") {
// Monkey Bomb (TODO -- if multiple, target first one thrown)
targets = find(world, classname, "monkey_bomb");
if (targets != world && blarg.classname != "ai_dog") {
best_target = targets;
return best_target;
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}
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// Now, try and find a viable player
targets = find(world, classname, "player");
while(targets != world) {
// Don't target downed players.
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if (targets.downed == true || targets.isspec == true) {
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targets = find(targets, classname, "player");
continue;
}
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// Found one, let's see if it's closer than our last ideal target.
distance = vlen(blarg.origin - targets.origin);
if (distance < best_distance) {
best_target = targets;
best_distance = distance;
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}
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// Continue iterating
targets = find(targets, classname, "player");
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}
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// Return a good player if we found one.
if (best_target != world)
return best_target;
// We couldn't find a good player. How about a horde point?
targets = find(world, classname, "zombie_horde_point");
while(targets != world) {
// Found one, let's see if it's closer than our last ideal target.
distance = vlen(blarg.origin - targets.origin);
if (distance < best_distance) {
best_target = targets;
best_distance = distance;
}
// Continue iterating
targets = find(targets, classname, "zombie_horde_point");
}
// Last chance -- try a player spawn point.
targets = find(world, classname, "info_player_1_spawn");
while(targets != world) {
// Found one, let's see if it's closer than our last ideal target.
distance = vlen(blarg.origin - targets.origin);
if (distance < best_distance) {
best_target = targets;
best_distance = distance;
}
// Continue iterating
targets = find(targets, classname, "info_player_1_spawn");
}
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// Return a horde point if we found one.
if (best_target != world)
return best_target;
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}
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// We didn't have much luck, just return the world.
return best_target;
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};
float() avoid_zombies =
{
local entity ent;
ent = findradius(self.origin,23);//22.67
makevectors(self.angles);
float left_amount, right_amount;
left_amount = right_amount = 0;
while(ent)
{
if(ent.classname == "ai_zombie" && ent != self)
{
local vector vec_b;
local float dot;
//vec_b = normalize(self.origin - ent.origin);
//dot = v_right * vec_b;
//dot = self.angles_y - (dot > 0.5) ? 90 : 270;
vec_b = (self.origin - ent.origin);
dot = (v_right_x * vec_b_x) + (v_right_y * vec_b_y);//dot product
if(dot > 0)// on right
right_amount++;
else// on left
left_amount++;
}
ent = ent.chain;
}
if(left_amount + right_amount == 0)
return 0;
return (left_amount > right_amount) ? 15 : -15;
};
float() push_away_zombies =
{
local entity ent;
ent = findradius(self.origin,11);
float return_value;
return_value = 0;
while(ent)
{
if(ent.aistatus == "1" && ent != self)
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{
vector push;
push = ent.origin - self.origin;
push_z = 0;
push = normalize(push) * 10;
ent.velocity += push;
return_value = 1;
}
ent = ent.chain;
}
return return_value;
}
void(float dist, vector vec) do_walk_to_vec =
{
if(dist == 0)
return;
self.ideal_yaw = vectoyaw(vec - self.origin);
if(self.outside == false)
{
// this is a performance net negative for like 0 gain in horde space.
push_away_zombies();
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}
ChangeYaw();
vector new_velocity;
float len;
len = vlen(self.origin - vec);
if(dist > len)//if we're moving past our goal position
{
dist = len;
}
//This movement method is moving directly towards the goal, regardless of where our yaw is facing (fixes several issues)
new_velocity = normalize(vec - self.origin) * dist * 10;
new_velocity_z = self.velocity_z;
self.velocity = new_velocity;
};
void(float dist) do_walk =
{
do_walk_to_vec(dist,self.goalentity.origin);
};
void(float dist) walk_to_window =
{
do_walk_to_vec(dist,self.goalorigin);
};
// unused
void(vector org, float scale) interpolateToVector =
{
self.origin_x += (org_x - self.origin_x) * scale;
self.origin_y += (org_y - self.origin_y) * scale;
setorigin(self,self.origin);
self.zoom = 1;//value to let engine know to not check for collisions
}
float(vector where) nearby =
{
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if(self.classname == "ai_zombie" || self.classname == "ai_dog")
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{
float xdist;
float ydist;
float zdist;
xdist = fabs(self.origin_x - where_x);
ydist = fabs(self.origin_y - where_y);
zdist = fabs(self.origin_z - where_z);
if(xdist < 4 && ydist < 4)//horizontal distance is fairly close
{
if(zdist < 50)//vertical distance just has to be arbitrarily close
{
return 1;
}
}
return 0;
}
return 0;
};
void(float dist) Window_Walk =
{
if(self.reload_delay < time)
Respawn();
if(self.hop_step == 0)//following path corners
{
if(self.goalentity == world)
{
if((!self.target) && (self.outside == TRUE))
{
bprint(PRINT_HIGH, "Error: Outside zombie spawn point has no target.\n");
Respawn();
}
self.goalentity = find(world,targetname, self.target);
if(!self.goalentity)
{
bprint(PRINT_HIGH, "Error: Outside zombie spawn point target does not exist.\n");
Respawn();
}
}
if(self.goalentity.classname == "path_corner" && nearby(self.goalentity.origin))
{
if (self.goalentity.spawnflags & 1) //this path corner sets zombie on inside.
{
self.outside = FALSE;
self.goalentity = world;
self.enemy = find_new_enemy(self);
self.th_walk();
return;
}
self.reload_delay = time + 30;
self.goalentity = find(world,targetname,self.goalentity.target);
//Assumption is that when the zombie is outside, we can always walk from one path_corner to the next in a straight line, any devation should be corrected by the mapper
}
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do_walk(dist);
if(self.goalentity.classname == "window")
{
// cypress (17 dec 2023) -- fixed a nasty race condition here.
// essentially, if a new zombie spawns in fast enough after
// a zombie is currently/just finished hopping a spot, they will
// end up always taking box1owner (the hoppable zombie)'s place,
// regardless of whether or not there was someone else waiting.
// apparently this is an issue i've created rather recently,
// which does not make sense to me considering this is a pretty
// glaring oversight that's been here since 2014. not my whoops?
if(!self.goalentity.box1owner && !self.goalentity.box2owner && !self.goalentity.box3owner)
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{
//self.used = WBOX1;
self.goalentity.box1owner = self;
self.goalorigin = self.goalentity.box1;
self.hop_step = 3;
self.reload_delay = time + 30;
}
else if(!self.goalentity.box2owner)
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{
//self.used = WBOX2;
self.goalentity.box2owner = self;
self.goalorigin = self.goalentity.box2;
self.hop_step = 3;
self.reload_delay = time + 30;
}
else if(!self.goalentity.box3owner)
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{
//self.used = WBOX3;
self.goalentity.box3owner = self;
self.goalorigin = self.goalentity.box3;
self.hop_step = 3;
self.reload_delay = time + 30;
}
else if(vlen(self.origin - self.goalentity.origin) < 150)
{
//we don't claim the idlebox
//self.used = WIDLEBOX;
self.goalorigin = self.goalentity.idlebox;
self.hop_step = 1;
self.reload_delay = time + 30;
}
//else we continue walking to window until we either find one that's good, or we are close enough to chase idle_spot
}
}
else if(self.hop_step == 1)//walking to the window's idle location
{
if(nearby(self.goalorigin))
{
self.hop_step = 2;
self.reload_delay = time + 30;
self.th_idle();
}
else
{
walk_to_window(dist);
}
}
else if(self.hop_step == 2)//we're at idle box, waiting for a window attack box to be free...
{
if(self.goalentity.box1owner == world)
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{
//self.used = WBOX1;
self.goalentity.box1owner = self;
self.goalorigin = self.goalentity.box1;
self.hop_step = 3;
self.reload_delay = time + 30;
self.th_walk();
}
else if(self.goalentity.box2owner == world)
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{
//self.used = WBOX2;
self.goalentity.box2owner = self;
self.goalorigin = self.goalentity.box2;
self.hop_step = 3;
self.reload_delay = time + 30;
self.th_walk();
}
else if(self.goalentity.box3owner == world)
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{
//self.used = WBOX3;
self.goalentity.box3owner = self;
self.goalorigin = self.goalentity.box3;
self.hop_step = 3;
self.reload_delay = time + 30;
self.th_walk();
}
}
else if(self.hop_step == 3)//walking to window attack box
{
// sometimes, we've assigned a zombie a waiting-position
// while another zombie is actively hopping. this can cause
// a bit of gameplay slowdown since the zombie has to walk
// to that waiting position, then to the hop spot (approx 1sec),
// so let's do continuous checks here to see if box1 is free,
// and claim it if so, in order to smooth the path and claim
// that time. only do this if there isn't anyone else in the queue,
// though.
if (!self.goalentity.box1owner) {
// Claim it as ours mid-walk, if there isn't someone else waiting.
if ((self.goalentity.box2owner == self && !self.goalentity.box3owner) ||
(self.goalentity.box3owner == self && !self.goalentity.box2owner)) {
self.goalentity.box1owner = self;
self.goalorigin = self.goalentity.box1;
// Free up the spot we were walking to before.
if (self.goalentity.box2owner == self) self.goalentity.box2owner = world;
if (self.goalentity.box3owner == self) self.goalentity.box3owner = world;
}
}
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if(nearby(self.goalorigin))
{
self.hop_step = 4;
self.reload_delay = time + 30;
self.th_idle();
}
else
{
walk_to_window(dist);
}
}
else if(self.hop_step == 4)//attacking box
{
if(self.chase_time < time)
{
if(self.angles_z != self.goalentity.angles_z)
{
self.ideal_yaw = self.goalentity.angles_z;
ChangeYaw();
return;
}
if(self.goalentity.health > 0 && !self.goalentity.owner)
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{
self.reload_delay = time + 30;
self.th_melee();
if(rounds <= 5)
self.chase_time = time + 1.5;
else
self.chase_time = time + 0.75;
return;
} else if (self.goalentity.owner) {
self.chase_time = time + 0.05;
return;
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}
}
if(self.goalentity.health <= 0 && !self.goalentity.owner)
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{
self.outside = 2;
self.chase_time = 0;
self.hop_step = 0;
}
else return;
}
};
void(float dist) Window_Hop =
{
if(self.hop_step == 0) {
if(self.goalentity.box1owner == self) {//we're at center box.
self.hop_step = 4;
} else {
self.hop_step = 1;//wait for box1 to be free so we can claim it and walk to it.
self.th_idle();
}
}
if(self.hop_step == 1) {//waiting idly for box1 to be free, when free, we will claim it.
if(!self.goalentity.box1owner || self.goalentity.box1owner == self) {
self.goalentity.box1owner = self;
if(self.goalentity.box2owner == self)
self.goalentity.box2owner = world;
if(self.goalentity.box3owner == self)
self.goalentity.box3owner = world;
//self.used = WBOX1;
self.goalorigin = self.goalentity.box1;
self.hop_step = 2;
self.th_walk();
}
}
if(self.hop_step == 2) {//we've claimed it, walk to box1
if(nearby(self.goalorigin)) {
self.hop_step = 4;
self.angles = self.goalentity.angles;
} else {
walk_to_window(dist);
}
}
if(self.hop_step == 4 && self.chase_time < time) {//we're at this step because we already own box1, so don't even check if window is busy...
if(!self.goalentity.usedent) {
self.hop_step = 5;
self.angles = self.goalentity.angles;
self.goalentity.box1owner = world;//free box1
self.goalentity.usedent = self;//we own the window
//don't need to set goalorigin here
//self.used = WWINDOW;
self.chase_time = 0;
self.th_windowhop();
return;
} else {
self.tries++;
self.chase_time = time + 0.2;
if(self.tries > 10) {
if (!self.goalentity.owner)
self.goalentity.usedent = world;//free up the window if we've been waiting to hop
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}
}
}
if(self.hop_step == 6) {
self.outside = FALSE;
self.goalentity.usedent = world;//free up the window, we're done hopping it
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self.goalentity = world;
self.enemy = find_new_enemy(self);
//self.th_die();
self.th_walk();
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//LinkZombiesHitbox();
//bprint (PRINT_HIGH, "Linked hitboxes");
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}
}
//
// FTE's custom "tracemove" -- no way in hell I'm reimplementing SV_Move
// in QuakeC. So this is just a really bad traceline hack. We can't even
// use tracebox since that's limited by BSP hulls,
//
#ifdef FTE
inline float(vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove =
#else
float(vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove_fake =
#endif // FTE
{
makevectors(forent.angles);
// Top left of the box
traceline(start + '0 0 32' + v_right * -18, end, nomonsters, forent);
// Results Check
if (trace_ent != forent && trace_endpos != end)
return 0;
// Top right of the box
traceline(start + '0 0 32' + v_right * 18, end, nomonsters, forent);
// Results Check
if (trace_ent != forent && trace_endpos != end)
return 0;
// Bottom left of the box
traceline(start - '0 0 24' + v_right * -18, end, nomonsters, forent);
// Results Check
if (trace_ent != forent && trace_endpos != end)
return 0;
// Bottom right of the box
traceline(start - '0 0 24' + v_right * 18, end, nomonsters, forent);
// Results Check
if (trace_ent != forent && trace_endpos != end)
return 0;
return 1;
}
float() TryWalkToEnemy =
{
// Early out hack for FTE -- if there's tons of z-diff, GTFO!
float z_axis_diff = fabs(self.origin_z - self.enemy.origin_z);
if (z_axis_diff >= 30)
return 0;
// This has been a headache...
// TryWalkToEnemy is a system that attempts to ignore waypoints from a
// certain distance to simulate proper player-targeting. It does this
// using the custom builtin tracemove, which calls SV_Move to determine
// if it's possible for the enemy to walk directly to the target. This
// is problematic, however -- in that FTE does not feature this builtin
// since it's non-standard and was written by blubs. This means there
// needs to be improvisation, and as a result there is disparity here.
// See the custom tracemove() function for details on that.
// -- cypress (28 Nov 2023)
#ifdef FTE
float TraceResult = tracemove(self.origin, VEC_HULL_MIN, VEC_HULL_MAX, self.enemy.origin, TRUE, self);
#else
float TraceResult = tracemove_fake(self.origin, VEC_HULL_MIN, VEC_HULL_MAX, self.enemy.origin, TRUE, self);
#endif // FTE
if (TraceResult == 1) {
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self.goalentity = self.enemy;
self.chase_time = time + 7;
return 1;
} else {
return 0;
}
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};
void() PathfindToEnemy =
{
float path_result;
float path_failure;
//just to stop any warns.
path_failure = 0;
#ifndef FTE
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path_result = Do_Pathfind_psp(self, self.enemy);
#else
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path_result = Do_Pathfind(self, self.enemy);
#endif // FTE
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if (path_result >= 1) {
#ifndef FTE
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self.goaldummy.origin = Get_First_Waypoint(self, self.origin, VEC_HULL_MIN, VEC_HULL_MAX);
setorigin(self.goaldummy, self.goaldummy.origin);
path_failure = path_result;
#else
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self.goalway = path_result;
setorigin(self.goaldummy,waypoints[self.goalway].org);
path_failure = self.goalway;
#endif // FTE
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self.goalentity = self.goaldummy;
self.chase_time = time + 7;
} else if (path_failure == -1) {
self.goalentity = self.enemy;
self.chase_time = time + 6;
} else {
#ifdef FTE
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bprint(PRINT_HIGH, "FirstPathfind Failure\n");
#endif // FTE
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}
}
void() NextPathfindToEnemy {
// same as PathfindToEnemy on non-FTE platforms
#ifndef FTE
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float path_success;
path_success = Do_Pathfind_psp(self,self.enemy);
if(path_success ==1) {
self.goaldummy.origin = Get_Next_Waypoint(self,self.origin,VEC_HULL_MIN,VEC_HULL_MAX);
setorigin(self.goaldummy,self.goaldummy.origin);
self.goalentity = self.goaldummy;
self.chase_time = time + 7;
} else if(path_success == -1){
self.goalentity = self.enemy;
self.chase_time = time + 6;
} else {
bprint(PRINT_HIGH, "NextPathfind Failure\n"); // this lags like hell
}
#else
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self.way_cur++;
if (self.way_cur < 40 && self.way_path[self.way_cur] != -1) {
self.goalway = self.way_path[self.way_cur];
setorigin(self.goaldummy,waypoints[self.goalway-1].org);
} else {
self.way_cur = 0;
}
#endif // FTE
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}
void(float dist) Inside_Walk = {
// Hellhounds should only change targets if current one is in Last Stand
if (self.classname == "ai_dog" && self.enemy.downed == true) {
self.enemy = Dog_FindEnemy();
}
// Normal Zombie time-out re-targeting
else if (self.classname != "ai_dog") {
if(self.enemy_timeout < time || self.enemy == world || self.enemy.downed == true) {
self.enemy_timeout = time + 5;
local entity oldEnemy;
oldEnemy = self.enemy;
self.enemy = find_new_enemy(self);
}
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}
//================Check for proximity to player ===========
if(vlen(self.enemy.origin - self.origin) < 60) {
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if(self.enemy.classname == "monkey_bomb" && self.classname != "ai_dog") {
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self.th_idle();
}
if(self.attack_delay < time) {
self.attack_delay = time + 1 + (1 * random());
if (self.enemy.health)
self.th_melee();
if (self.enemy.downed == true) {
if (self.classname == "ai_dog")
self.enemy = Dog_FindEnemy();
else
self.enemy = find_new_enemy(self);
}
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self.goalentity = self.enemy;
self.chase_time = time + 5;
}
return;
}
if(vlen(self.enemy.origin - self.origin) < 600) {//50 feet
if(self.goalentity == self.enemy && self.chase_enemy_time > time) {
return;
}
if(TryWalkToEnemy())
{
self.chase_enemy_time = time + 0.5;
return;
}
}
if(self.goalentity == self.enemy) {
self.goalentity = self.goaldummy;
self.chase_time = 0;
}
//============= No Target ====================
if(self.goalentity == world) {//not sure when this would ever occur... but whatever.
self.goalentity = self.goaldummy;
}
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//============ GoalDummy is Target ============
if(self.goalentity == self.goaldummy) {
if(nearby(self.goaldummy.origin)) {
#ifndef FTE
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NextPathfindToEnemy();
#else
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PathfindToEnemy();
#endif // FTE
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}
if(self.chase_time < time) {
if(self.goaldummy.origin != world.origin && tracemove(self.origin,VEC_HULL_MIN,VEC_HULL_MAX,self.goalentity.origin,TRUE,self) == 1) {
self.chase_time = time + 7;
} else {
PathfindToEnemy();
}
}
}
}
.float droptime;
void(float dist) Zombie_Walk = {
//Resetting velocity from last frame (except for vertical)
self.velocity_x = 0;
self.velocity_y = 0;
//self.flags = self.flags | FL_PARTIALGROUND;
if (!(self.flags & FL_ONGROUND) && self.watertype != CONTENT_WATER) {
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if (!self.droptime) {
self.droptime = time + 1;
} else if (self.droptime < time) {
self.droptime = 0;
//bprint(PRINT_HIGH, "not on ground\n");
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if (self.classname != "ai_dog")
self.th_fall();
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return;
}
}
if(self.outside == TRUE) {
//handle special walk case for walking to org
Window_Walk(dist);
return;
}
if(self.outside == 2) {
//play_sound_z(2);
Window_Hop(dist);
//handle special walk case for walking to org
return;
}
if(self.outside == FALSE) {
if(self.goalentity == self.enemy) {
if(vlen(self.origin - self.enemy.origin) < 60) {
return;
}
}
}
do_walk(dist);
}
void() Zombie_AI = {
//dist = 0;
float dist = 0;
self.flags = self.flags | FL_PARTIALGROUND;
//check_onfire();
if(self.outside == TRUE) {
play_sound_z(2);
//self.calc_time = time + (0.3 * random());
//Window_Walk(dist);
return;
} else if(self.outside == 2) {
play_sound_z(2);
//Window_Hop(0);
return;
} else if(self.outside == FALSE) {
play_sound_z(2);
//self.calc_time = time + (0.25 + (0.15 * random()));
Inside_Walk(dist);
}
}
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void() Hellhound_AI =
{
Inside_Walk(0);
}
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//
// Do_Zombie_AI()
// Behaves differently based on platform -- in FTE,
// all AI can afford to be executed at once. However,
// on every other platform there is a timed delay in
// place and only one zombie AI can be updated at a time.
//
void() Do_Zombie_AI =
{
entity z;
entity old_self;
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#ifndef FTE
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z = find(lastzombie,aistatus,"1");
if(z == world) {
z = find(world,aistatus,"1");
if(z == world) {
return;//no zombies alive.
}
}
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old_self = self;
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self = z;
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if(z.classname == "ai_zombie")
Zombie_AI();
else if (z.classname == "ai_dog")
Hellhound_AI();
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self = old_self;
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lastzombie = z;
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#else
z = find(world, aistatus, "1");
while(z != world) {
old_self = self;
self = z;
// Execute AI
if (z.classname == "ai_zombie")
Zombie_AI();
else if (z.classname == "ai_dog")
Hellhound_AI();
self = old_self;
z = find(z, aistatus, "1");
}
#endif // FTE
}
#ifdef FTE
void() AI_SetAllEnemiesBBOX =
{
entity zombies = find(world, classname, "ai_zombie");
while(zombies != world) {
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if (zombies.aistatus == "1") {
zombies.last_solid = zombies.solid;
zombies.solid = SOLID_BBOX;
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if (zombies.head) {
zombies.head.last_solid = zombies.head.solid;
zombies.head.solid = SOLID_BBOX;
}
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if (zombies.larm) {
zombies.larm.last_solid = zombies.larm.solid;
zombies.larm.solid = SOLID_BBOX;
}
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if (zombies.rarm) {
zombies.rarm.last_solid = zombies.rarm.solid;
zombies.rarm.solid = SOLID_BBOX;
}
}
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zombies = find(zombies, classname, "ai_zombie");
}
}
void() AI_RevertEnemySolidState =
{
entity zombies = find(world, classname, "ai_zombie");
while(zombies != world) {
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if (zombies.aistatus == "1") {
zombies.solid = zombies.last_solid;
if (zombies.head)
zombies.head.solid = zombies.head.last_solid;
if (zombies.larm)
zombies.larm.solid = zombies.larm.last_solid;
if (zombies.rarm)
zombies.rarm.solid = zombies.rarm.last_solid;
}
zombies = find(zombies, classname, "ai_zombie");
}
}
#endif // FTE