mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-14 00:40:32 +00:00
1274 lines
32 KiB
C++
1274 lines
32 KiB
C++
void() movetarget_f;
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void() t_movetarget;
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//WK Selective AIs
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#ifdef COOP_MODE
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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() demon1_fire1;
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#endif
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//CH How much to divide speed when tranqed
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//distance * (UP / DN)
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#define AI_TRANQ_FACTOR_UP 2
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#define AI_TRANQ_FACTOR_DN 3
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void(entity etemp, entity stemp1, entity stemp2, float dmg) T_Damage;
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//- OfN -
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float() WizardCheckAttack;
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float(entity thing) IsMonsterNonArmy;
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void(entity themonster) KillTheMonster;
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string(entity themonster) GetMonsterName;
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void (entity themonster) PutMonsterStand;
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float(entity thebuilding) IsOffenseBuilding;
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void (entity themonster) PutMonsterWalk;
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float() CheckAttack;
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void() custom_demon_die;
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void() custom_shambler_die;
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void() custom_grunt_die;
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void() wiz_die;
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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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float current_yaw;
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float enemy_yaw, enemy_vis;
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float enemy_infront, enemy_range;
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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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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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void(entity test) AI_Check_Contents =
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{
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//CH demons (and other ai) can be hurt by liquids //- OfN completely changed!
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if (pointcontents(test.origin) == #CONTENT_EMPTY && IsMonsterNonArmy(self) && self.health < self.max_health)
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{ // Heal it
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if (self.dmgtime < time)
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{
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local float heal, rate;
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heal = 3;
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rate = 1.5;
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if (self.classname=="monster_shambler")
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{
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heal = #SHAMBLER_REGEN;
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rate = #SHAMBLER_REGRATE;
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}
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else if (self.classname=="monster_wizzard")
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{
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heal = #SCRAG_REGEN;
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rate = #SCRAG_REGRATE;
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}
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else if (self.classname=="mosnter_demon1")
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{
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heal = #FIEND_REGEN;
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rate = #FIEND_REGRATE;
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}
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self.dmgtime = time + rate;
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self.health = self.health + heal;//self.has_tesla - 2;
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if (self.health > self.max_health)
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self.health = self.max_health;
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//T_Damage (self, world, world, 4*self.waterlevel);
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//TF_T_Damage (self, world, world, 5, 0, #TF_TD_ELECTRICITY);
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}
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}
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if (pointcontents(test.origin) == #CONTENT_LAVA)
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{ // do damage
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if (self.dmgtime < time)
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{
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self.dmgtime = time + 1;
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// Asbestos armor helps against lava, but I doubt it'll save you :)
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//TF_T_Damage (self, world, world, 25, 0, #TF_TD_FIRE);
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if (IsMonster(self))
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{
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local string MName;
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MName = GetMonsterName(self);
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if (self.ltime > time - 4) //- OfN - if it felt just after summon
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{
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local float r;
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r=random();
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if (r<0.4)
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM," throws his ");
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bprint(#PRINT_MEDIUM,MName);
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bprint(#PRINT_MEDIUM," to the lava\n");
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}
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else
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM," realizes now why lava isn't the best place to put his ");
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bprint(#PRINT_MEDIUM,MName);
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bprint(#PRINT_MEDIUM,"\n");
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}
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}
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else
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM,"'s ");
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bprint(#PRINT_MEDIUM,MName);
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bprint(#PRINT_MEDIUM," burned into the lava\n");
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}
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self.health = -1;
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KillTheMonster(self);
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}
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}
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}
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else if (pointcontents(test.origin) == #CONTENT_SLIME)
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{ // do damage
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if (self.dmgtime < time)
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{
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self.dmgtime = time + 1;
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//T_Damage (self, world, world, 4*self.waterlevel);
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//TF_T_Damage (self, world, world, 5, 0, #TF_TD_ELECTRICITY);
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if (IsMonster(self))
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{
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local string MName;
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MName = GetMonsterName(self);
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if (self.ltime > time - 4) //- OfN - if it felt just after summon
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM," throws his ");
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bprint(#PRINT_MEDIUM,MName);
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bprint(#PRINT_MEDIUM," to the slime\n");
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}
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else
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM,"'s ");
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bprint(#PRINT_MEDIUM,MName);
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bprint(#PRINT_MEDIUM," died into the slime\n");
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}
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self.health = -1;
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KillTheMonster(self);
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}
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}
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}
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/* WK Removed because water is ok for monsters, sheesh
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Whatever you think, ceaf it is. */
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//- OfN - what the fuck means "ceaf"? heh
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else if (pointcontents(test.origin) == #CONTENT_WATER && allow_watermonsters == #FALSE)
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{
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if (self.classname == "monster_demon1")
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{ // do damage
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if (self.dmgtime < time)
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{
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// self.dmgtime = time + 1;
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//T_Damage (self, world, world, 4*self.waterlevel);
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//TF_T_Damage (self, world, world, (self.health - 1), 0, #TF_TD_IGNOREARMOUR);
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//self.think = custom_demon_die;
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//self.nextthink=time+0.1;
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if (self.ltime > time - 4) //- OfN - if it felt after summon
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM," enjoys throwing his demon to the water\n");
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}
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else
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM,"'s demon touches the water and dies\n");
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}
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self.health = -1;
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custom_demon_die();
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}
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}
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else if (self.classname == "monster_army")
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{ // do damage
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if (self.dmgtime < time)
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{
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// self.dmgtime = time + 1;
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//T_Damage (self, world, world, 4*self.waterlevel);
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//TF_T_Damage (self, world, world, (self.health - 1), 0, #TF_TD_IGNOREARMOUR);
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if (self.ltime > time - 4) //- OfN - if it felt just after summon
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM," teleports his soldier to the water\n");
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self.waterlevel = 3;
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}
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else
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{
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bprint(#PRINT_MEDIUM,"Unfortunately, ");
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM,"'s soldier didn't learn to swim when he was a kid\n");
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self.waterlevel = 3;
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}
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self.health = -1; //nomore soldiers in water
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custom_grunt_die();
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}
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}
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else if (self.classname == "monster_shambler")
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{ // do damage
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if (self.dmgtime < time)
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{
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// self.dmgtime = time + 1;
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//T_Damage (self, world, world, 4*self.waterlevel);
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//TF_T_Damage (self, world, world, (self.health - 1), 0, #TF_TD_IGNOREARMOUR);
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self.think = custom_shambler_die;
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self.nextthink=time+0.1;
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM,"'s shambler is too fat to swim\n");
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self.health = -1;
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custom_shambler_die();
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}
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}
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/*else if (self.classname == "monster_wizard") //- OfN - they can stay in water now
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{ // do damage
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if (self.dmgtime < time)
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{
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// self.dmgtime = time + 1;
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//T_Damage (self, world, world, 4*self.waterlevel);
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//TF_T_Damage (self, world, world, (self.health - 1), 0, #TF_TD_IGNOREARMOUR);
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self.think = wiz_die;
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self.nextthink=time+0.1;
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if (self.ltime > time - 5) //- OfN - if it felt after summon
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM," learns that water is a bad place to summon\n");
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//self.has_holo=666;
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}
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else
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{
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bprint(#PRINT_MEDIUM,self.real_owner.netname);
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bprint(#PRINT_MEDIUM,"'s scrag touches water and dies\n");
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}
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}
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}*/
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}
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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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if (CheckExistence() == #FALSE)
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{
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dremove(self);
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return;
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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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//RPrint ("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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float (entity targ) visible;
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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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makevectors (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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/*
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===========
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ChangeYaw
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Turns towards self.ideal_yaw at self.yaw_speed
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Sets the global variable current_yaw
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Called every 0.1 sec by monsters
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============
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*/
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/*
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void() ChangeYaw =
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{
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local float ideal, move;
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//current_yaw = self.ideal_yaw;
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// mod down the current angle
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current_yaw = anglemod( self.angles_y );
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ideal = self.ideal_yaw;
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if (current_yaw == ideal)
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return;
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move = ideal - current_yaw;
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if (ideal > current_yaw)
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{
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if (move > 180)
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move = move - 360;
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}
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else
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{
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if (move < -180)
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > self.yaw_speed)
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move = self.yaw_speed;
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}
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else
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{
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if (move < 0-self.yaw_speed )
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move = 0-self.yaw_speed;
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}
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current_yaw = anglemod (current_yaw + move);
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self.angles_y = current_yaw;
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};
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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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{
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local float rsnd;
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if (self.classname == "monster_ogre")
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sound (self, #CHAN_VOICE, "ogre/ogwake.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_knight")
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sound (self, #CHAN_VOICE, "knight/ksight.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_shambler")
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sound (self, #CHAN_VOICE, "shambler/ssight.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_demon1")
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sound (self, #CHAN_VOICE, "demon/sight2.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_wizard")
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sound (self, #CHAN_VOICE, "wizard/wsight.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_zombie")
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sound (self, #CHAN_VOICE, "zombie/z_idle.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_dog")
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sound (self, #CHAN_VOICE, "dog/dsight.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_hell_knight")
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sound (self, #CHAN_VOICE, "hknight/sight1.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_tarbaby")
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sound (self, #CHAN_VOICE, "blob/sight1.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_vomit")
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sound (self, #CHAN_VOICE, "vomitus/v_sight1.wav", 1, #ATTN_NORM);
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else if (self.classname == "monster_enforcer")
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{
|
|
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 =
|
|
{
|
|
|
|
#ifdef QUAKE_WORLD
|
|
if (infokey(world,"ceasefire")=="on") //OfN
|
|
return scanner;
|
|
#endif
|
|
|
|
local entity scanner;
|
|
local entity client;
|
|
local entity list_client;
|
|
local entity list;
|
|
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;
|
|
local float r;
|
|
local float gotatarget;
|
|
|
|
// 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
|
|
local vector mtemp;
|
|
|
|
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;
|
|
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
|
|
local vector delta;
|
|
local float axis;
|
|
local float direct, ang_rint, ang_floor, ang_ceil;
|
|
|
|
if (self.tfstate & #TFSTATE_TRANQUILISED)
|
|
movedist = dist * (#AI_TRANQ_FACTOR_UP / #AI_TRANQ_FACTOR_DN); //Tranq
|
|
else
|
|
movedist = dist;
|
|
|
|
#ifdef QUAKE_WORLD // culled by KK. was QUAKE_WORLD
|
|
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;
|
|
}
|
|
#endif
|
|
|
|
// 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...
|
|
};
|
|
|
|
|