#include "defs.qh" #include "ai.qh" void() movetarget_f; void() t_movetarget; //WK Selective AIs #ifdef COOP_MODE void() knight_walk1; void() knight_bow6; void() knight_bow1; void() demon1_fire1; #endif void(entity targ, entity inflictor, entity attacker, float damage) T_Damage; //- OfN - float() WizardCheckAttack; float(entity thing) IsMonsterNonArmy; void(entity themonster) KillTheMonster; string(entity themonster) GetMonsterName; void (entity themonster) PutMonsterStand; float(entity thebuilding) IsOffenseBuilding; void (entity themonster) PutMonsterWalk; float() CheckAttack; void() custom_demon_die; void() custom_shambler_die; void() custom_grunt_die; void() wiz_die; /* .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. .hunt_time 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; float enemy_yaw, enemy_vis; float enemy_infront, enemy_range; // // 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; }; void(entity test) AI_Check_Contents = { //CH demons (and other ai) can be hurt by liquids //- OfN completely changed! if (pointcontents(test.origin) == CONTENTS_EMPTY && IsMonsterNonArmy(self) && self.health < self.max_health) { // Heal it if (self.dmgtime < time) { local float heal, rate; heal = 3; rate = 1.5; if (self.classname=="monster_shambler") { heal = SHAMBLER_REGEN; rate = SHAMBLER_REGRATE; } else if (self.classname=="monster_wizzard") { heal = SCRAG_REGEN; rate = SCRAG_REGRATE; } else if (self.classname=="mosnter_demon1") { heal = FIEND_REGEN; rate = FIEND_REGRATE; } self.dmgtime = time + rate; self.health = self.health + heal;//self.has_tesla - 2; if (self.health > self.max_health) self.health = self.max_health; //T_Damage (self, world, world, 4*self.waterlevel); //TF_T_Damage (self, world, world, 5, 0, TF_TD_ELECTRICITY); } } if (pointcontents(test.origin) == CONTENTS_LAVA) { // do damage if (self.dmgtime < time) { self.dmgtime = time + 1; // Asbestos armor helps against lava, but I doubt it'll save you :) //TF_T_Damage (self, world, world, 25, 0, TF_TD_FIRE); if (IsMonster(self)) { local string MName; MName = GetMonsterName(self); if (self.ltime > time - 4) //- OfN - if it felt just after summon { local float r; r=random(); if (r<0.4) { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM," throws his "); bprint(PRINT_MEDIUM,MName); bprint(PRINT_MEDIUM," to the lava\n"); } else { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM," realizes now why lava isn't the best place to put his "); bprint(PRINT_MEDIUM,MName); bprint(PRINT_MEDIUM,"\n"); } } else { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM,"'s "); bprint(PRINT_MEDIUM,MName); bprint(PRINT_MEDIUM," burned into the lava\n"); } self.health = -1; KillTheMonster(self); } } } else if (pointcontents(test.origin) == CONTENTS_SLIME) { // do damage if (self.dmgtime < time) { self.dmgtime = time + 1; //T_Damage (self, world, world, 4*self.waterlevel); //TF_T_Damage (self, world, world, 5, 0, TF_TD_ELECTRICITY); if (IsMonster(self)) { local string MName; MName = GetMonsterName(self); if (self.ltime > time - 4) //- OfN - if it felt just after summon { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM," throws his "); bprint(PRINT_MEDIUM,MName); bprint(PRINT_MEDIUM," to the slime\n"); } else { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM,"'s "); bprint(PRINT_MEDIUM,MName); bprint(PRINT_MEDIUM," died into the slime\n"); } self.health = -1; KillTheMonster(self); } } } /* WK Removed because water is ok for monsters, sheesh Whatever you think, ceaf it is. */ //- OfN - what the fuck means "ceaf"? heh else if (pointcontents(test.origin) == CONTENTS_WATER && allow_watermonsters == FALSE) { if (self.classname == "monster_demon1") { // do damage if (self.dmgtime < time) { // self.dmgtime = time + 1; //T_Damage (self, world, world, 4*self.waterlevel); //TF_T_Damage (self, world, world, (self.health - 1), 0, TF_TD_IGNOREARMOUR); //self.think = custom_demon_die; //self.nextthink=time+0.1; if (self.ltime > time - 4) //- OfN - if it felt after summon { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM," enjoys throwing his demon to the water\n"); } else { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM,"'s demon touches the water and dies\n"); } self.health = -1; custom_demon_die(); } } else if (self.classname == "monster_army") { // do damage if (self.dmgtime < time) { // self.dmgtime = time + 1; //T_Damage (self, world, world, 4*self.waterlevel); //TF_T_Damage (self, world, world, (self.health - 1), 0, TF_TD_IGNOREARMOUR); if (self.ltime > time - 4) //- OfN - if it felt just after summon { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM," teleports his soldier to the water\n"); self.waterlevel = 3; } else { bprint(PRINT_MEDIUM,"Unfortunately, "); bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM,"'s soldier didn't learn to swim when he was a kid\n"); self.waterlevel = 3; } self.health = -1; //nomore soldiers in water custom_grunt_die(); } } else if (self.classname == "monster_shambler") { // do damage if (self.dmgtime < time) { // self.dmgtime = time + 1; //T_Damage (self, world, world, 4*self.waterlevel); //TF_T_Damage (self, world, world, (self.health - 1), 0, TF_TD_IGNOREARMOUR); self.think = custom_shambler_die; self.nextthink=time+0.1; bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM,"'s shambler is too fat to swim\n"); self.health = -1; custom_shambler_die(); } } /*else if (self.classname == "monster_wizard") //- OfN - they can stay in water now { // do damage if (self.dmgtime < time) { // self.dmgtime = time + 1; //T_Damage (self, world, world, 4*self.waterlevel); //TF_T_Damage (self, world, world, (self.health - 1), 0, TF_TD_IGNOREARMOUR); self.think = wiz_die; self.nextthink=time+0.1; if (self.ltime > time - 5) //- OfN - if it felt after summon { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM," learns that water is a bad place to summon\n"); //self.has_holo=666; } else { bprint(PRINT_MEDIUM,self.real_owner.netname); bprint(PRINT_MEDIUM,"'s scrag touches water and dies\n"); } } }*/ } }; /* ============================================================================== 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'); }; /*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8) Monsters will continue walking towards the next target corner. */ void() path_corner = { if (CheckExistence() == FALSE) { dremove(self); return; } 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 //RPrint ("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; }; float (entity targ) visible; /* ============= 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 //- OfN- if (self.classname == "monster_demon1" || self.classname == "monster_shambler" || self.classname == "monster_wizard" ) if (IsMonsterNonArmy(self)) //- OfN - if (self.enemy.classname == "monster_demon1" || self.enemy.classname == "monster_shambler" || self.enemy.classname == "monster_wizard") if (IsMonsterNonArmy(self.enemy)) //- OfN - if (self.enemy.enemy.classname != "monster_demon1" || self.enemy.enemy.classname != "monster_shambler" || self.enemy.enemy.classname != "monster_wizard") if (!IsMonsterNonArmy(self.enemy.enemy)) { self.enemy.enemy = self; self.enemy.goalentity = self; } SightSound (); HuntTarget (); }; //- OfN LookAround for monsters - grunty uses another one in grunty.qc entity (entity scanner) LookAround = { if (infokey(world,"ceasefire")=="on") //OfN return scanner; local entity scanner; local entity client; local float gotatarget; client = findradius(scanner.origin, 2500); while (client) { gotatarget = 0; if (client != scanner && visible2(client, scanner)) { #ifdef MAD_MONSTERS if (client.classname == "player" && IsMonsterNonArmy(scanner)) gotatarget = 1; #else if (client.classname == "player" && !Teammate(client.team_no, scanner.real_owner.team_no)) { gotatarget = Pharse_Client(client, scanner, 1, 0, 0, 0); /*if (scanner.classname=="monster_army") // extra grunty checks { if (client.is_undercover) if (client.cutf_items & CUTF_JAMMER || !scanner.tf_items & NIT_SCANNER) gotatarget=0; if (client.modelindex == modelindex_null) if (client.cutf_items & CUTF_JAMMER || !scanner.tf_items & NIT_SCANNER) gotatarget=0; if (client.modelindex == modelindex_eyes) if (client.cutf_items & CUTF_JAMMER || !scanner.tf_items & NIT_SCANNER) if (random() < 2 - scanner.has_tesla * random()) gotatarget=0; }*/ } #endif /*else if (client.classname == "monster_shambler") { if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no)) gotatarget = 1; } else if (client.classname == "monster_wizard") //- OfN - { if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no)) gotatarget = 1; } else if (client.classname == "monster_demon1") { if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no)) gotatarget = 1; } else if (client.classname == "monster_army") { if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no)) gotatarget = 1; }*/ else if (IsMonster(client)) { if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no)) gotatarget = 1; } //////////////////////////////////////////////////////////////////////// //else if (scanner.classname != "monster_army") //gotatarget = 0; //--- GRUNTY STUFF --- /*else if (client.classname == "grenade" && client.netname == "land_mine") { if (!Teammate(client.owner.team_no,scanner.real_owner.team_no)) gotatarget = 1; } else if (!Teammate(client.team_no, scanner.real_owner.team_no)) { // && client.classname != "building_sentrygun_base" if (IsOffenseBuilding(client)) // for teslas isoffensiveb only returns true if not cloaked gotatarget = 1; }*/ } if (gotatarget) return client; client = client.chain; } return scanner; }; /* =========== 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; // 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 AI_Check_Contents(self); //CH check if in lava /* if (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) ) { client = sight_entity; if (client.enemy == self.enemy) return TRUE; } else { client = checkclient (); if (!client) return FALSE; // current check entity isn't in PVS } */ if (random() < 0.6) // don't always look around to save processor power client = LookAround(self); // search for targets else return FALSE; //WK They missed a base condition here.*/ // SB they did not miss a base condition, LookAround returns self if none if (client == self) return FALSE; if (client == self.enemy) return FALSE; if (client == world) //- OfN - added, needed? return FALSE; /*if (client.health < 0) // - OfN DONE IN PHARSE? return FALSE; if (client.flags & FL_NOTARGET) return FALSE; if (client.items & IT_INVISIBILITY) return FALSE; r = range (client); if (r == RANGE_FAR && self.classname == "monster_demon1") return FALSE; if (!visible (client)) return FALSE; //WK Thief Invis if (client.modelindex == modelindex_null) if (self.classname != "monster_demon1") return FALSE; else if (r > RANGE_MELEE) return FALSE;*/ // - OfN DONE IN PHARSE? //WK Thief Moving // - OfN DONE IN PHARSE? /*if (client.modelindex == modelindex_eyes) { if ( self.classname == "monster_army" || (self.classname == "monster_shambler" && self.has_tesla < 5)) return FALSE; if (r > RANGE_MID) //Demons have to smell out thieves. :) return FALSE; }*/ //WK Don't target observers - OfN done in pharse? //if (client.playerclass == PC_UNDEFINED && client.classname == "player") // return FALSE; //WK Don't target disconnected players - OfN done in pharse? //if (client.has_disconnected) // return FALSE; /* //WK Demons are team-aware, but they still get owners if (self.real_owner.team_no == client.team_no && client != self.real_owner) return FALSE; */ //WK Demon remake, they won't target owners now //if (self.real_owner.team_no == client.team_no ) // return FALSE; /*if (!Teammate(client.team_no,self.real_owner.team_no) && (client.is_undercover == 1)) // - OfN DONE IN PHARSE? { //Spy if ( self.classname == "monster_army" || self.classname == "monster_wizard" || (self.classname == "monster_shambler" && self.has_tesla < 5)) return FALSE; if ((r > RANGE_NEAR && self.classname == "monster_demon1") || (r > RANGE_MELEE && self.classname == "monster_shambler")) return FALSE; if (self.last_saveme_sound < time) { if (random() < 0.2) sound(client, CHAN_MISC, "player/gasp1.wav", 1, ATTN_NORM); // Shocked else sound(client, CHAN_MISC, "speech/saveme1.wav", 1, ATTN_NORM); // Call for a medic. :) sprint(self.real_owner,PRINT_HIGH,"Your demon has discovered a spy!\n"); self.last_saveme_sound = time + 15; } }*/ // - OfN DONE IN PHARSE? /* WK Removed in the great demon AI revision of '00 //TODO: Don't attack owner unless he's the only one in the room if (client == self.real_owner) if (random() < 0.8) return FALSE; */ /* WK 360 field of view -- makes AIs a little more powerful if (r == RANGE_NEAR) { if (client.show_hostile < time && !infront (client)) return FALSE; } else if (r == RANGE_MID) { if ( !infront (client)) return FALSE; } */ // // got one // self.enemy = client; /* if (self.enemy.classname != "player") { self.enemy = self.enemy.enemy; if (self.enemy.classname != "player") { self.enemy = world; return FALSE; } } */ FoundTarget (); return TRUE; }; //============================================================================= void(float dist) ai_forward = { AI_Check_Contents(self); //CH check if in lava if (self.tfstate & TFSTATE_TRANQUILISED) walkmove (self.angles_y, (dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN))); //Tranq else walkmove (self.angles_y, dist); }; void(float dist) ai_back = { AI_Check_Contents(self); //CH check if in lava if (self.tfstate & TFSTATE_TRANQUILISED) walkmove ( (self.angles_y+180), (dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN))); //Tranq else walkmove ( (self.angles_y+180), dist); }; /* ============= ai_pain stagger back a bit ============= */ void(float dist) ai_pain = { AI_Check_Contents(self); //CH check if in lava if (self.tfstate & TFSTATE_TRANQUILISED) ai_back(dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN)); //Tranq else 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 = { AI_Check_Contents(self); //CH check if in lava if (self.tfstate & TFSTATE_TRANQUILISED) walkmove (self.ideal_yaw, (dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN))); //Tranq else walkmove (self.ideal_yaw, dist); }; /* ============= ai_walk The monster is walking it's beat ============= */ void(float dist) ai_walk = { AI_Check_Contents(self); //CH check if in lava if (self.tfstate & TFSTATE_TRANQUILISED) movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq else movedist = dist; /*if (self.classname == "monster_dragon") { movetogoal (dist); return; }*/ // check for noticing a player if (FindTarget ()) return; if (self.tfstate & TFSTATE_TRANQUILISED) movetogoal (dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN)); //Tranq else movetogoal (dist); }; /* ============= ai_stand The monster is staying in one place for a while, with slight angle turns ============= */ void() ai_stand = { AI_Check_Contents(self); //CH check if in lava 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; }; //============================================================================= //WK Selective AIs -- only use demons for now // SB and the other ones float() DemonCheckAttack; //float() SoldierCheckAttack; float() ShamCheckAttack; float() CheckAnyAttack = { if (!enemy_vis) return FALSE; if (self.classname == "monster_demon1") return DemonCheckAttack (); /* else if (self.classname == "monster_army") return SoldierCheckAttack ();*/ //- OfN - already commented else if (self.classname == "monster_wizard") /////////////////////// return WizardCheckAttack (); else if (self.classname == "monster_shambler") return ShamCheckAttack (); return CheckAttack (); }; /* ============= ai_run_melee Turn and close until within an angle to launch a melee attack ============= */ void() ai_run_melee = { AI_Check_Contents(self); //CH check if in lava 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 = { AI_Check_Contents(self); //CH check if in lava self.ideal_yaw = enemy_yaw; ChangeYaw (); if (FacingIdeal()) { self.th_missile (); self.attack_state = AS_STRAIGHT; } }; /* ============= ai_run_fire Turn in place until within an angle to launch a missile attack ============= */ void() ai_run_fire = { AI_Check_Contents(self); //CH check if in lava self.ideal_yaw = enemy_yaw; ChangeYaw (); if (FacingIdeal()) { self.th_fireball (); self.attack_state = AS_STRAIGHT; } }; /* ============= ai_run_slide Strafe sideways, but stay at aproximately the same range ============= */ void() ai_run_slide = { AI_Check_Contents(self); //CH check if in lava 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 = { AI_Check_Contents(self); //CH check if in lava if (self.tfstate & TFSTATE_TRANQUILISED) movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq else movedist = dist; if (infokey(world,"ceasefire")=="on") //CH { enemy_vis=FALSE; self.enemy=world; self.goalentity=world; if (self.movetarget) self.th_walk (); else self.th_stand (); return; } // see if the enemy is dead if (self.enemy.health <= 0 || self.enemy.has_disconnected) { self.enemy = world; // FIXME: look all around for other targets /*if (self.oldenemy.health > 0 && !(self.oldenemy.has_disconnected)) { self.enemy = self.oldenemy; HuntTarget (); } else {*///FIXES MAD MONSTERS? NO - currently fixed? (?)= NO if (self.movetarget) self.th_walk (); else self.th_stand (); return; //} } //- OfN - don't make them hunt for ever if not visible!! -// if (self.enemy != world && random() < 0.010 && !visible2(self,self.enemy)) { enemy_vis=FALSE; 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 + 3; // look for other coop players //-ofn - FIXME: // WK Stupid demon fix? if (coop && self.search_time < time) if (self.search_time < time) { self.search_time = time + 3; //- OfN - Solves running stuck monters? NO if (FindTarget ()) return; } //- OfN - It was really stupid FIXME enemy_infront = infront(self.enemy); enemy_range = range(self.enemy); enemy_yaw = vectoyaw(self.enemy.origin - self.origin); if (self.attack_state == AS_MISSILE) { //RPrint ("ai_run_missile\n"); ai_run_missile (); return; } if (self.attack_state == AS_MELEE) { //RPrint ("ai_run_melee\n"); ai_run_melee (); return; } if (self.attack_state == AS_FIREBALL && self.classname == "monster_demon1") //CH only for demons.. { //RPrint ("ai_run_fire\n"); ai_run_fire (); return; } if (CheckAnyAttack ()) return; // beginning an attack if (self.attack_state == AS_SLIDING) { ai_run_slide (); return; } // head straight in if (self.tfstate & TFSTATE_TRANQUILISED) movetogoal (dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN)); //Tranq else movetogoal (dist); // done in C code... };