prozac-qfcc/ai.qc
2001-07-17 05:58:10 +00:00

1274 lines
32 KiB
C++

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
//CH How much to divide speed when tranqed
//distance * (UP / DN)
#define AI_TRANQ_FACTOR_UP 2
#define AI_TRANQ_FACTOR_DN 3
void(entity etemp, entity stemp1, entity stemp2, float dmg) 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) == #CONTENT_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) == #CONTENT_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) == #CONTENT_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) == #CONTENT_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 =
{
#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...
};