mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
364 lines
6.7 KiB
C++
364 lines
6.7 KiB
C++
/*
|
|
A monster is in fight mode if it thinks it can effectively attack its
|
|
enemy.
|
|
|
|
When it decides it can't attack, it goes into hunt mode.
|
|
*/
|
|
|
|
float (float v) anglemod;
|
|
|
|
void () knight_atk1;
|
|
void () knight_runatk1;
|
|
void () ogre_smash1;
|
|
void () ogre_swing1;
|
|
|
|
void () sham_smash1;
|
|
void () sham_swingr1;
|
|
void () sham_swingl1;
|
|
|
|
float () DemonCheckAttack;
|
|
void (float side) Demon_Melee;
|
|
|
|
void (vector dest) ChooseTurn;
|
|
|
|
void () ai_face;
|
|
|
|
float enemy_vis, enemy_infront, enemy_range;
|
|
float enemy_yaw;
|
|
|
|
void ()
|
|
knight_attack =
|
|
{
|
|
local float len;
|
|
|
|
// decide if now is a good swing time
|
|
len = vlen (self.enemy.origin + self.enemy.view_ofs
|
|
- (self.origin + self.view_ofs));
|
|
|
|
if (len < 80)
|
|
knight_atk1 ();
|
|
else
|
|
knight_runatk1 ();
|
|
};
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
===========
|
|
CheckAttack
|
|
|
|
The player is in view, so decide to move or launch an attack
|
|
Returns FALSE if movement should continue
|
|
============
|
|
*/
|
|
float ()
|
|
CheckAttack =
|
|
{
|
|
local entity targ;
|
|
local float chance;
|
|
|
|
targ = self.enemy;
|
|
|
|
// see if any entities are in the way of the shot
|
|
traceline (self.origin + self.view_ofs, targ.origin + targ.view_ofs,
|
|
FALSE, self);
|
|
|
|
if (trace_ent != targ)
|
|
return FALSE; // don't have a clear shot
|
|
|
|
if (trace_inopen && trace_inwater)
|
|
return FALSE; // sight line crossed contents
|
|
|
|
if (enemy_range == RANGE_MELEE) { // melee attack
|
|
if (self.th_melee) {
|
|
if (self.classname == "monster_knight")
|
|
knight_attack ();
|
|
else
|
|
self.th_melee ();
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
if (!self.th_missile) // missile attack
|
|
return FALSE;
|
|
if (time < self.attack_finished)
|
|
return FALSE;
|
|
|
|
chance = 0; // FIXME: STUPID DAMN WARNINGS
|
|
switch (enemy_range) {
|
|
case RANGE_MELEE:
|
|
chance = 0.9;
|
|
self.attack_finished = 0;
|
|
break;
|
|
case RANGE_NEAR:
|
|
if (self.th_melee)
|
|
chance = 0.2;
|
|
else
|
|
chance = 0.4;
|
|
break;
|
|
case RANGE_MID:
|
|
if (self.th_melee)
|
|
chance = 0.05;
|
|
else
|
|
chance = 0.1;
|
|
break;
|
|
case RANGE_FAR:
|
|
default:
|
|
return FALSE;
|
|
}
|
|
|
|
if (random () < chance) {
|
|
self.th_missile ();
|
|
SUB_AttackFinished (2 * random ());
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
};
|
|
|
|
/*
|
|
=============
|
|
ai_face
|
|
|
|
Stay facing the enemy
|
|
=============
|
|
*/
|
|
void ()
|
|
ai_face =
|
|
{
|
|
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
|
|
ChangeYaw ();
|
|
};
|
|
|
|
/*
|
|
=============
|
|
ai_charge
|
|
|
|
The monster is in a melee attack, so get as close as possible to .enemy
|
|
=============
|
|
*/
|
|
float (entity targ) visible;
|
|
float (entity targ) infront;
|
|
float (entity targ) range;
|
|
|
|
void (float d)
|
|
ai_charge =
|
|
{
|
|
ai_face ();
|
|
movetogoal (d); // done in C code...
|
|
};
|
|
|
|
void ()
|
|
ai_charge_side =
|
|
{
|
|
local float heading;
|
|
|
|
// aim to the left of the enemy for a flyby
|
|
self.ideal_yaw = vectoyaw (self.enemy.origin - self.origin);
|
|
ChangeYaw ();
|
|
|
|
makevectors (self.angles);
|
|
heading = vectoyaw ((self.enemy.origin - 30 * v_right) - self.origin);
|
|
|
|
walkmove (heading, 20);
|
|
};
|
|
|
|
void ()
|
|
ai_melee =
|
|
{
|
|
local float ldmg;
|
|
|
|
if (!self.enemy)
|
|
return; // removed before stroke
|
|
if (vlen (self.enemy.origin - self.origin) > 60)
|
|
return;
|
|
|
|
ldmg = (random () + random () + random ()) * 3;
|
|
T_Damage (self.enemy, self, self, ldmg);
|
|
};
|
|
|
|
void ()
|
|
ai_melee_side =
|
|
{
|
|
local float ldmg;
|
|
|
|
if (!self.enemy)
|
|
return; // removed before stroke
|
|
|
|
ai_charge_side ();
|
|
|
|
if (vlen (self.enemy.origin - self.origin) > 60)
|
|
return;
|
|
if (!CanDamage (self.enemy, self))
|
|
return;
|
|
|
|
ldmg = (random () + random () + random ()) * 3;
|
|
T_Damage (self.enemy, self, self, ldmg);
|
|
};
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
===========
|
|
SoldierCheckAttack
|
|
|
|
The player is in view, so decide to move or launch an attack
|
|
Returns FALSE if movement should continue
|
|
============
|
|
*/
|
|
float ()
|
|
SoldierCheckAttack =
|
|
{
|
|
local entity targ;
|
|
local float chance;
|
|
|
|
targ = self.enemy;
|
|
|
|
// see if any entities are in the way of the shot
|
|
traceline (self.origin + self.view_ofs, targ.origin + targ.view_ofs,
|
|
FALSE, self);
|
|
|
|
if (trace_inopen && trace_inwater)
|
|
return FALSE; // sight line crossed contents
|
|
if (trace_ent != targ)
|
|
return FALSE; // don't have a clear shot
|
|
if (time < self.attack_finished)
|
|
return FALSE; // missile attack
|
|
|
|
chance = 0; // FIXME: STUPID DAMN WARNINGS
|
|
switch (enemy_range) {
|
|
case RANGE_MELEE:
|
|
chance = 0.9;
|
|
break;
|
|
case RANGE_NEAR:
|
|
chance = 0.4;
|
|
break;
|
|
case RANGE_MID:
|
|
chance = 0.05;
|
|
break;
|
|
case RANGE_FAR:
|
|
default:
|
|
return FALSE;
|
|
}
|
|
if (random () < chance) {
|
|
self.th_missile ();
|
|
SUB_AttackFinished (1 + random ());
|
|
if (random () < 0.3)
|
|
self.lefty = !self.lefty;
|
|
return TRUE;
|
|
}
|
|
return FALSE;
|
|
};
|
|
//=============================================================================
|
|
|
|
/*
|
|
===========
|
|
ShamCheckAttack
|
|
|
|
The player is in view, so decide to move or launch an attack
|
|
Returns FALSE if movement should continue
|
|
============
|
|
*/
|
|
float ()
|
|
ShamCheckAttack =
|
|
{
|
|
local entity targ;
|
|
local vector spot1, spot2;
|
|
|
|
if (enemy_range == RANGE_MELEE) {
|
|
if (CanDamage (self.enemy, self)) {
|
|
self.attack_state = AS_MELEE;
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
if (time < self.attack_finished)
|
|
return FALSE;
|
|
if (!enemy_vis)
|
|
return FALSE;
|
|
|
|
targ = self.enemy;
|
|
|
|
// see if any entities are in the way of the shot
|
|
spot1 = self.origin + self.view_ofs;
|
|
spot2 = targ.origin + targ.view_ofs;
|
|
if (vlen (spot1 - spot2) > 600)
|
|
return FALSE;
|
|
traceline (spot1, spot2, FALSE, self);
|
|
|
|
if (trace_inopen && trace_inwater)
|
|
return FALSE; // sight line crossed contents
|
|
if (trace_ent != targ) {
|
|
return FALSE; // don't have a clear shot
|
|
}
|
|
|
|
// missile attack
|
|
if (enemy_range == RANGE_FAR)
|
|
return FALSE;
|
|
|
|
self.attack_state = AS_MISSILE;
|
|
SUB_AttackFinished (2 + 2 * random ());
|
|
return TRUE;
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
===========
|
|
OgreCheckAttack
|
|
|
|
The player is in view, so decide to move or launch an attack
|
|
Returns FALSE if movement should continue
|
|
============
|
|
*/
|
|
float ()
|
|
OgreCheckAttack =
|
|
{
|
|
local entity targ;
|
|
// local float chance;
|
|
|
|
if (enemy_range == RANGE_MELEE) {
|
|
if (CanDamage (self.enemy, self)) {
|
|
self.attack_state = AS_MELEE;
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
if (time < self.attack_finished)
|
|
return FALSE;
|
|
if (!enemy_vis)
|
|
return FALSE;
|
|
|
|
targ = self.enemy;
|
|
|
|
// see if any entities are in the way of the shot
|
|
traceline (self.origin + self.view_ofs, targ.origin + targ.view_ofs,
|
|
FALSE, self);
|
|
|
|
if (trace_inopen && trace_inwater)
|
|
return FALSE; // sight line crossed contents
|
|
|
|
if (trace_ent != targ)
|
|
return FALSE; // don't have a clear shot
|
|
|
|
// missile attack
|
|
if (time < self.attack_finished)
|
|
return FALSE;
|
|
|
|
switch (enemy_range) {
|
|
case RANGE_NEAR:
|
|
// chance = 0.10;
|
|
break;
|
|
case RANGE_MID:
|
|
// chance = 0.05;
|
|
break;
|
|
case RANGE_FAR:
|
|
return FALSE;
|
|
default:
|
|
// chance = 0;
|
|
break;
|
|
}
|
|
|
|
self.attack_state = AS_MISSILE;
|
|
SUB_AttackFinished (1 + 2 * random ());
|
|
return TRUE;
|
|
};
|