prozac-qfcc/grunty.qc

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#include "defs.qh"
#include "ai.qh"
#include "monsters.qh"
/* ------------------------------------------------------------------------------------
** ------------------------------------GRUNTY(tm)--------------------------------------
** -- Your artificially intelligent mercenary from beyond the Void --
** -- Use with caution -
** -- Do not expose to excessive amounts of radiation -
** -- Share and Enjoy! --
** --- Copyright(c)2000 By Dwarven Star Interactive Industrial Industry Enterprises ---
** ----------------------------------------------------------------------------------*/
// OfN - Who the fuck coded this? it's cool!
// waypoint triggers were screwed in the version I started from though (chris6)
// lot of things changed, was VERY buggy. It made prozac server to crash like 5 times
/* ALREADY DEFINED IN MONSTERS.QC
#define WAYPOINT_TYPE_PRIMARY 0
#define WAYPOINT_TYPE_SECONDARY 1
#define WAYPOINT_TYPE_ENEMYLASTSEEN 2
*/
#define ARMY_RANGE_NONE_MIN 0
#define ARMY_RANGE_NONE_MAX 0
#define ARMY_RANGE_SMALL_MIN 75
#define ARMY_RANGE_SMALL_MAX 100
#define ARMY_RANGE_MEDIUM_MIN 175
#define ARMY_RANGE_MEDIUM_MAX 200
#define ARMY_RANGE_LONG_MIN 250
#define ARMY_RANGE_LONG_MAX 275
// Function Prototypes
// Whenever a function is added within the grunty, add it up here
void(entity wyp, entity soldier) RemoveWaypoint;
void () GruntyThink;
void () GRun;
void () GruntyScanTargets;
void () GruntyCheckFire;
void (entity targ) GetRank;
void () Grunty_Check_Frags;
void (float angle, float dist) botmovedist;
float () ReturnWeaponVelocity;
void () GruntyPayThink;
void () GruntyDrawPay;
// External Functions
// List all external functions used here
float () isMelee;
//entity (entity scanner) LookAround;
//=- OfN -=//
void(entity sld, entity player, string msg) PrintFromSoldier;
string(entity sld) GetOwnerMessage;
string(entity sld) GetFriendlyMessage;
entity (entity sold, entity viewpoint) ReturnEasyWaypoint;
string(entity thething) GetEnemyName;
void () CheckWaterJump;
// The Frames of Grunty
$cd /raid/quake/id1/models/player_4
$origin 0 -6 24
$base base
$skin skin
// Frames, from player.qc
//
// running
//
$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
//
// standing
//
$frame stand1 stand2 stand3 stand4 stand5
$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
//
// pain
//
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
$frame pain1 pain2 pain3 pain4 pain5 pain6
//
// death
//
$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
$frame axdeth7 axdeth8 axdeth9
$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
$frame deatha9 deatha10 deatha11
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
$frame deathd8 deathd9
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
$frame deathe8 deathe9
//
// attacks
//
$frame nailatt1 nailatt2
$frame light1 light2
$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
/* ---------------------------------------------------------------------------------- */
// The Fun Bit
/* ---------------------------------------------------------------------------------- */
// GRUNTY - PART ONE
// Standing Around
//
// Grunty is standing around having a good time
/* ---------------------------------------------------------------------------------- */
// Grunty is standing with his axe or other melee weapon
// Note that he must do a GruntyThink each frame
// (each frame is 0.05 seconds)
// However, he may only animate every 0.1 seconds, hence the flooring and odd incrementing
// of his frame variable. (0.05 animation is very smooth and twice as fast as normal)
void() grunty_run;
void() grunty_stand = // We need two stand sections for axe and weapon
{
//self.nextthink = time + 0.05; needed?? nope
if (self.health > 0) self.think = grunty_stand;
self.weaponframe = 0;
if (isMelee())
{
if (self.walkframe >= 12)
self.walkframe = 0;
self.frame = $axstnd1 + floor(self.walkframe);
}
else
{
if (self.walkframe >= 5)
self.walkframe = 0;
self.frame = $stand1 + floor(self.walkframe);
}
self.walkframe = self.walkframe + 0.5;
#ifdef VERBOSE_GRUNTY
if (self.super_time <= time)
{
sprint(self.real_owner, PRINT_HIGH, "Soldier in position and awaiting target.\n");
self.super_time = time + 5;
}
#endif
Grunty_Check_Frags();
if (self.goalentity != world)
{
self.walkframe = 0;
self.think = grunty_run;
//return;
}
GruntyThink();
//sprint(self.real_owner, PRINT_HIGH, "Done gruntythink in stand().\n");
};
/* ---------------------------------------------------------------------------------- */
// GRUNTY - PART TWO
// Running Around
//
// Grunty is charging about the place
/* ---------------------------------------------------------------------------------- */
// Again we have a choice of which animation to use
void() grunty_run =
{
if (self.health > 0) self.think = grunty_run;
self.weaponframe = 0; //needed?
if (isMelee())
{
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = $axrun1 + floor(self.walkframe);
}
else
{
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = $rockrun1 + floor(self.walkframe);
}
self.walkframe = self.walkframe + 0.5;
#ifdef VERBOSE_GRUNTY
if (self.super_time <= time)
{
sprint(self.real_owner, PRINT_HIGH, "Hello, commander! I am currently running at speed ");
sprint(self.real_owner, PRINT_HIGH, ftos(self.custom_speed));
sprint(self.real_owner, PRINT_HIGH, " towards ");
sprint(self.real_owner, PRINT_HIGH, self.goalentity.netname);
sprint(self.real_owner, PRINT_HIGH, "\n");
self.super_time = time + 5;
}
#endif
if (self.goalentity == world)
{
self.walkframe = 0;
self.think = grunty_stand;
//return;
}
GruntyThink();
#ifdef VERBOSE_GRUNTY
sprint(self.real_owner, PRINT_HIGH, "I have just finished GruntyThink (self.enemy = ");
sprint(self.real_owner, PRINT_HIGH, self.enemy);
sprint(self.real_owner, PRINT_HIGH, ")\n");
#endif
GRun();
#ifdef VERBOSE_GRUNTY
sprint(self.real_owner, PRINT_HIGH, "I have just finished GRun (self.enemy = ");
sprint(self.real_owner, PRINT_HIGH, self.enemy);
sprint(self.real_owner, PRINT_HIGH, ")\n");
#endif
Grunty_Check_Frags();
};
void() stand_frames = //- ofn - used when soldier is following us, and when hes stuck and set to not jump
{
self.weaponframe=0;
if (isMelee())
{
if (self.walkframe >= 12)
self.walkframe = 0;
self.frame = $axstnd1 + floor(self.walkframe);
}
else
{
if (self.walkframe >= 5)
self.walkframe = 0;
self.frame = $stand1 + floor(self.walkframe);
}
self.walkframe = self.walkframe + 0.1;
};
/* ---------------------------------------------------------------------------------- */
// GRUNTY - PART THREE
// Axing People
//
// Grunty goes psycho
/* ---------------------------------------------------------------------------------- */
// Grunty's first axe attack
void() grunty_axeatta =
{
self.frame = $axatt1 + floor(self.weaponframe);
if (self.weaponframe == 1)
if (self.current_weapon == WEAP_AXE)
W_FireAxe();
else
W_FireSpanner();
self.weaponframe = self.weaponframe + 0.5;
GruntyThink();
GRun();
///self.nextthink = time + 0.05;
if (self.weaponframe > 3)
if (self.health > 0) self.think = grunty_run;
};
// Grunty's second axe attack
void() grunty_axeattb =
{
self.frame = $axattb1 + floor(self.weaponframe);
if (self.weaponframe == 2)
if (self.current_weapon == WEAP_AXE)
W_FireAxe();
else
W_FireSpanner();
self.weaponframe = self.weaponframe + 0.5;
GruntyThink();
GRun();
///self.nextthink = time + 0.05;
if (self.weaponframe > 3)
if (self.health > 0) self.think = grunty_run;
};
// Grunty's third axe attack
void() grunty_axeattc =
{
self.frame = $axattc1 + floor(self.weaponframe);
if (self.weaponframe == 2)
if (self.current_weapon == WEAP_AXE)
W_FireAxe();
else
W_FireSpanner();
self.weaponframe = self.weaponframe + 0.5;
GruntyThink();
GRun();
///self.nextthink = time + 0.05;
if (self.weaponframe > 3)
if (self.health > 0) self.think = grunty_run;
};
// Grunty's fourth axe attack
void() grunty_axeattd =
{
self.frame = $axattd1 + floor(self.weaponframe);
if (self.weaponframe == 2)
if (self.current_weapon == WEAP_AXE)
W_FireAxe();
else
W_FireSpanner();
self.weaponframe = self.weaponframe + 0.5;
GruntyThink();
GRun();
///self.nextthink = time + 0.05;
if (self.weaponframe > 3)
if (self.health > 0) self.think = grunty_run;
};
// Axe attack chooser
void() grunty_axeatt =
{
local float r;
self.walkframe = 0; // Reset walkframe to avoid freaky animations?
r = random();
if (r < 0.25)
grunty_axeatta();
else if (r < 0.5)
grunty_axeattb();
else if (r < 0.75)
grunty_axeattc();
else
grunty_axeattd();
};
/* ---------------------------------------------------------------------------------- */
// GRUNTY - PART FOUR
// Shooting Time
//
// Grunty goes postal
/* ---------------------------------------------------------------------------------- */
// Grunty uses the shotgun
// The firing is done after he chooses the attack
void() grunty_shotgun =
{
self.frame = $shotatt1 + floor(self.weaponframe);
if (self.weaponframe == 0)
self.effects = self.effects | EF_DIMLIGHT;
else if (self.weaponframe == 0.5)
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.weaponframe = self.weaponframe + 0.5;
GruntyThink();
GRun();
///self.nextthink = time + 0.05;
if (self.weaponframe > 5)
{
self.walkframe = 0;
if (self.ammo_shells < 1)
PrintFromSoldier(self,self.real_owner,"i've run out of shells!\n");
if (self.health > 0) self.think = grunty_run;
}
};
// Grunty fires his rocket launcher! muahahahahaha
// The firing is done after he chooses the attack
void() grunty_rocket =
{
self.frame = $rockatt1 + floor(self.weaponframe);
if (self.weaponframe == 0)
self.effects = self.effects | EF_DIMLIGHT;
else if (self.weaponframe == 0.5)
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.weaponframe = self.weaponframe + 0.5;
GruntyThink();
GRun();
///self.nextthink = time + 0.05;
if (self.weaponframe > 5)
{
self.walkframe = 0;
if (self.ammo_rockets < 1)
PrintFromSoldier(self,self.real_owner,"i've run out of rockets!\n");
if (self.health > 0) self.think = grunty_run;
}
};
//- ofn - this to compensate no prediction
//- GRUNTY'S NAILS GO FASTER AS HIS RANK IS INCREASED (upto 2200)-//
void(vector org, vector dir) grunty_spike =
{
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = spike_touch;
newmis.weapon = DMSG_NAILGUN;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir*(1100+1100*(self.has_sensor/17));
};
// Grunty uses the nailgun
void() grunty_nail1 = [$nailatt1, grunty_nail2]
{
GruntyThink(); GRun(); self.effects = self.effects | EF_DIMLIGHT;
if (self.ammo_nails > 0)
{
W_FireSpikes(4);
if (self.ammo_nails < 1) PrintFromSoldier(self,self.real_owner,"i've run out of nails!\n");
}
};
void() grunty_nail2 = [$nailatt1, grunty_nail3]
{
GruntyThink(); GRun(); self.effects = self.effects | EF_DIMLIGHT;
};
void() grunty_nail3 = [$nailatt2, grunty_nail4]
{
GruntyThink(); GRun(); self.effects = self.effects - (self.effects & EF_DIMLIGHT);
if (self.ammo_nails > 0)
{
W_FireSpikes(-4);
if (self.ammo_nails < 1) PrintFromSoldier(self,self.real_owner,"i've run out of nails!\n");
}
};
void() grunty_nail4 = [$nailatt2, grunty_nail1]
{
GruntyThink(); GRun(); self.effects = self.effects - (self.effects & EF_DIMLIGHT);
local float vis, dist;
vis = visible(self.enemy);
dist = vlen(self.origin - self.enemy.origin);
if (!vis || self.ammo_nails < 1 || self.enemy.health <= 0 || dist < 200 || random() < 0.025)
{
self.walkframe = 0;
grunty_run();
return;
}
};
vector () Grunty_LeadShot =
{
local vector pvel, dir, loc;
local vector src, targ;
src = self.origin + '0 0 16';
targ = self.enemy.origin;
pvel = '0 0 0'; // ofn - no prediction
/*if (self.enemy.classname == "player")
pvel='0 0 0';//pvel = self.enemy.velocity;
else if (self.enemy.classname == "monster_army")
{
makevectors(self.enemy.angles);
pvel = self.enemy.velocity + v_forward * self.enemy.custom_speed * 20;// * 10; //- ? was 20
}
else
pvel = '0 0 0';*/
//if (!self.enemy.flags & FL_ONGROUND)
// pvel_z = pvel_z / 20;
//lead = pvel * (vlen(src - targ) / ReturnWeaponVelocity());
loc = targ;// + lead;
// do the following do anything?-----//
//lead = pvel * (vlen(src - loc) / ReturnWeaponVelocity());
//lead_x = lead_x + (10 - random() * 20);
//lead_y = lead_y + (10 - random() * 20);
//------------------------------------// self.view_ofs
dir = normalize (loc - src);
traceline(src, targ, TRUE, self);
if (trace_fraction != 1.0)
{
loc_z = loc_z + self.enemy.maxs_z; // already commented
//if (self.current_weapon == WEAP_ROCKET_LAUNCHER)
// loc_z = loc_z + self.enemy.mins_z * -1;
}
else
{
if (self.current_weapon == WEAP_ROCKET_LAUNCHER && random() > 0.3)
loc_z = loc_z - self.enemy.maxs_z/2;
//- OFN - makes grunty aim to the ground with RL sometimes, so evil! ^_^
}
dir = normalize (loc - src);
return dir;
};
/* ---------------------------------------------------------------------------------- */
// GRUNTY - PART FIVE
// Thinking Skills
//
// Grunty reflects on what he has done
/* ---------------------------------------------------------------------------------- */
void() GruntyThink =
{
AI_Check_Contents(self);
if (self.health <= 0) return;
self.nextthink = time + 0.05; //was 0.05
// check for Follow Me Grunty's owner death
if (self.goalentity == self.real_owner)
if (self.goalentity.health <= 0)
self.goalentity = world;
// Check to buy
if (self.suicide_time <= time)
GruntyPayThink();
// scan for targets
GruntyScanTargets();
};
// LookAround for grunty
entity (entity scanner) LookAroundGrunty =
{
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 (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 (IsMonster(client))
{
if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no))
gotatarget = 1;
}
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;
};
entity () GruntyPharse =
{
local entity retarg = world;
local float r;
r = random();
#ifdef MAD_GRUNTY
if (r < 0.30 && (visible(self.real_owner)) && self.real_owner.health > 0)
retarg = self.real_owner;
#else
//- ofn - lot of shit changed in lookaround to make them target well
if (r < 0.30)
retarg = LookAroundGrunty(self);
#endif
return retarg;
};
void() GruntyScanTargets =
{
local entity targ; // our hapless foe
targ = world;
if (self.enemy != world)
if (self.enemy.health <= 0 || self.enemy.has_disconnected)
{
self.enemy = world;
self.goalentity = ReturnEasyWaypoint(self,self);
//// self.enemy = world;
//// self.goalentity = world;
if (self.demon_one != world)
{
RemoveWaypoint(self.demon_one,self);
self.demon_one = world;
}
self.has_teleporter = 0;
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
return;
}
// If we have a target already
if (self.enemy != world)
{
local float vis;
vis = visible(self.enemy);
if (vis)
{
if (self.demon_one != world)
{
RemoveWaypoint(self.demon_one,self);
self.demon_one=world;
} //often =world
self.search_time = time + 3;
if (self.attack_finished <= time)
GruntyCheckFire();
}
else
{
if (self.is_malfunctioning==0 || self.is_malfunctioning==2)
{
self.enemy = world;
self.goalentity = ReturnEasyWaypoint(self,self);
self.has_teleporter = 0;
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
return;
}
// tactic
if (self.demon_one == world) // if we don't have a enemy last seen marker
{
if (self.demon_one!=world)
{
RemoveWaypoint(self.demon_one,self);
}
self.demon_one = CreateWaypoint(self.enemy.origin - self.enemy.velocity * 0.05, WAYPOINT_AI_LIFE, WAYPOINT_TYPE_ENEMYLASTSEEN);
self.demon_one.goalentity = ReturnEasyWaypoint(self,self.demon_one);
self.goalentity = self.demon_one;
self.search_time = time + GRUNTY_SEEKTIME; // was 8
//- OfN -
self.has_teleporter = 0;
}
if (self.search_time <= time) // we seeked enemy for GRUNTY_SEEKTIME already so...
{
self.enemy = world;
self.goalentity = world;
if (self.demon_one != world) // d1 remove contingency check
{
RemoveWaypoint(self.demon_one,self);
self.demon_one = world;
self.goalentity = ReturnEasyWaypoint(self,self);
}
}
}
}
else // otherwise look for a target
{
targ=GruntyPharse();
if (targ == self)
return;
if (targ == world)
return;
if (!self.is_detpacking || infokey(world,"ceasefire")=="on")
{
if (!IsBuilding(targ) && self.super_time < time && targ.netname != "land_mine")
{
PrintFromSoldier(self,self.real_owner,"i can see ");
sprint(self.real_owner, PRINT_HIGH, targ.netname);
sprint(self.real_owner, PRINT_HIGH, " around there...\n");
self.super_time = time + 4;
}
return;
}
if (self.super_time < time)
{
local string targetstr;
targetstr=GetEnemyName(targ);//targ.netname;
PrintFromSoldier(self,self.real_owner,"Target ");
sprint(self.real_owner, PRINT_HIGH, targ.netname);
sprint(self.real_owner, PRINT_HIGH, " spotted!\n Engaging target...\n");
self.super_time = time + 2.5;
}
self.enemy = targ;
self.goalentity = self.enemy;
self.search_time = time + 3;
}
};
void() GruntyCheckFire =
{
local float dist, vis;
if (self.attack_finished > time)
return;
if (self.enemy == world)
return;
if (infokey(world,"ceasefire")=="on")
{
self.goalentity=ReturnEasyWaypoint(self,self);
self.enemy=world;
return;
}
vis = visible(self.enemy);
if (!vis)
{
#ifdef VERBOSE_GRUNTY
//if (self.super_time <= time)
//{
sprint(self.real_owner, PRINT_HIGH, "Target not visible! Cancelling firing...\n");
self.super_time = time + 5;
//}
#endif
//self.weaponframe = 0;
//self.think = grunty_run;
//self.nextthink = time + 0.05;
return;
}
//-- OFN --// no need as yaw is set in GRun
//enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
//self.ideal_yaw = enemy_yaw;
//ChangeYaw();
//---------//
/*if (!FacingIdeal())
return; */
dist = vlen(self.origin - self.enemy.origin);
self.weaponframe = 0;
if (dist < 64 && self.weapons_carried & WEAP_AXE && self.cutf_items & CUTF_KNIFE)
{
self.current_weapon = WEAP_AXE;
/*if (self.cutf_items & CUTF_KNIFE)
self.attack_finished = time + 0.5;
else
self.attack_finished = time + 0.5;*/
Attack_Finished(0.5);
if (self.health > 0) self.think = grunty_axeatt;
#ifdef VERBOSE_GRUNTY
sprint(self.real_owner, PRINT_HIGH, "Attempting to knife...\n");
#endif
return;
}
if (dist < 200 && self.weapons_carried & WEAP_SUPER_SHOTGUN)
{
if (self.ammo_shells > 1)
{
self.current_weapon = WEAP_SUPER_SHOTGUN;
//self.attack_finished = time + 0.7;
Attack_Finished(0.7);
W_FireSuperShotgun();
if (self.health > 0) self.think = grunty_shotgun;
#ifdef VERBOSE_GRUNTY
sprint(self.real_owner, PRINT_HIGH, "Attempting to super shotgun...\n");
#endif
return;
}
}
if (dist < 64 && self.weapons_carried & WEAP_AXE)
{
self.current_weapon = WEAP_AXE;
/*if (self.cutf_items & CUTF_KNIFE)
self.attack_finished = time + 0.5;
else
self.attack_finished = time + 0.5;*/
Attack_Finished(0.5);
if (self.health > 0) self.think = grunty_axeatt;
#ifdef VERBOSE_GRUNTY
sprint(self.real_owner, PRINT_HIGH, "Attempting to axe...\n");
#endif
return;
} //was 800
if (dist > 200 && dist < 1100 && self.weapons_carried & WEAP_ROCKET_LAUNCHER)
{
if (self.ammo_rockets > 1)
{
self.current_weapon = WEAP_ROCKET_LAUNCHER;
//self.attack_finished = time + 0.8;
Attack_Finished(0.8);
W_FireRocket();
if (self.health > 0) self.think = grunty_rocket;
#ifdef VERBOSE_GRUNTY
sprint(self.real_owner, PRINT_HIGH, "Attempting to rocket...\n");
#endif
return;
}
}
if (dist < 1400 && self.weapons_carried & WEAP_ROCKET_LAUNCHER && random() > 0.75)
{
if (self.ammo_rockets > 1)
{
self.current_weapon = WEAP_ROCKET_LAUNCHER;
//self.attack_finished = time + 0.8;
Attack_Finished(0.8);
W_FireRocket();
if (self.health > 0) self.think = grunty_rocket;
return;
}
}
if (dist < 2000 && self.weapons_carried & WEAP_ROCKET_LAUNCHER && self.ammo_rockets > 1 && random() > 0.98)
{
self.current_weapon = WEAP_ROCKET_LAUNCHER;
//self.attack_finished = time + 0.8;
Attack_Finished(0.8);
W_FireRocket();
if (self.health > 0) self.think = grunty_rocket;
return;
}
//- OfN
if (dist < 400 && self.weapons_carried & WEAP_SHOTGUN && self.ammo_shells > 0)
{
//if (self.ammo_shells > 0)
//{
self.current_weapon = WEAP_SHOTGUN;
//self.attack_finished = time + 0.5; // TODO: MAKE ATTACK FINISHED
Attack_Finished(0.5);
W_FireShotgun();
if (self.health > 0) self.think = grunty_shotgun;
#ifdef VERBOSE_GRUNTY
sprint(self.real_owner, PRINT_HIGH, "Attempting to shotgun...\n");
#endif
// RPrint("SHOTGUN\n");
return;
//}
}
if (dist < 2000 && self.weapons_carried & WEAP_NAILGUN && self.ammo_nails > 0)
{
//if (self.ammo_nails > 0)
//{
self.current_weapon = WEAP_NAILGUN;
//self.attack_finished = time + 0.2;//+ 0.1;
Attack_Finished(0.2);
if (self.health > 0) self.think = grunty_nail1;
#ifdef VERBOSE_GRUNTY
sprint(self.real_owner, PRINT_HIGH, "Attempting to nail...\n");
#endif
// RPrint("NAIL\n");
return;
//}
}
else
{
// Do whatever you want
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
//self.walkframe = 0; ofn
if (self.health > 0) self.think = grunty_run;
#ifdef VERBOSE_GRUNTY
sprint(self.real_owner, PRINT_HIGH, "GruntyCheckFire defaulting to none...\n");
#endif
// RPrint("NONE\n");
}
};
float statehack;
void() GRun =
{
local float dist;
local vector loc;
// ok, we're trying to get somewhere
// first look at where we are trying to go
// Version 1.0 of GruntyLead(tm)
if (self.enemy != world)
{
local vector pvel;
if (self.enemy.classname == "player")
pvel = self.enemy.velocity;
else if (self.enemy.classname == "monster_army")
{
makevectors(self.enemy.angles);
pvel = self.enemy.velocity + v_forward * self.enemy.custom_speed * 20;
}
else
pvel = '0 0 0';
if (ReturnWeaponVelocity() == 99999999)
pvel = '0 0 0';
loc = self.enemy.origin + pvel * (vlen(self.enemy.origin - self.origin) / ReturnWeaponVelocity());
self.ideal_yaw = vectoyaw(loc - self.origin);
self.ideal_yaw = anglemod(self.ideal_yaw);
}
else
{
if (self.goalentity!=world) //- OfN - dont change yaw if we r not after a goal
{
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
self.ideal_yaw = anglemod(self.ideal_yaw);
}
}
ChangeYaw();
// makevectors sets the global vars v_forward, v_right and v_up
makevectors(self.angles);
dist = self.custom_speed;
if (self.tfstate & TFSTATE_TRANQUILISED)
dist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq
/* - OfN -if (self.enemy.classname == "monster_shambler" || self.enemy.weapons_carried & WEAP_ASSAULT_CANNON)
if (self.has_teleporter == 0)
self.has_teleporter = 3;*/
// 0% > 75% health, 50% < 25% health, range in between
local float chance = (BOUND (0.5, 1 - (self.health / self.max_health), 0.75) - 0.50) / 8;
// dprint ("retreat chance: " + ftos (chance) + "\n");
if (random () < chance)
self.has_teleporter = 3; // we're getting wasted, better retreat
if (random () < 0.02) // to prevent us from strafing or whatever forever.
self.has_teleporter = 0;
// Test to see if we want to do an evasive maneuver
// If we're already doing a move, don't do another
if (self.has_teleporter == -1) // left dodge move
botmovedist(vectoyaw(v_right * -1), dist);// move left
else if (self.has_teleporter == 1) // right dodge move
botmovedist(vectoyaw(v_right), dist); // move right
else if (self.has_teleporter == 2) // jump!
{
if (self.flags & FL_ONGROUND) // only jump if we're on the ground
{
self.velocity_z = self.velocity_z + 270; // boing
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
}
self.has_teleporter = 0; // don't jump
}
else if (self.has_teleporter == 3) //(backwards)// HE'S AFTER US, RUN!@#$ HE WILL KILL US ALL!!@
botmovedist(vectoyaw(v_forward), dist * -1); // flee, I tell you!
else if (self.has_teleporter == 0) // no evasive, standard move (forward)
{
//- OfN - force move to forward if we r going to a last seen enemy waypoint
if (self.goalentity == self.demon_one && self.demon_one!=world)
{
self.has_teleporter = 0;
botmovedist(vectoyaw(v_forward), dist); // move
}
else
{
if (self.is_malfunctioning == 2 && self.enemy != world) {
local float dist = vlen (self.origin - self.enemy.origin);
local float desired_min, desired_max;
if (self.army_ready == 0) {
desired_min = ARMY_RANGE_NONE_MIN;
desired_max = ARMY_RANGE_NONE_MAX;
} else if (self.army_ready == 1) {
desired_min = ARMY_RANGE_SMALL_MIN;
desired_max = ARMY_RANGE_SMALL_MAX;
} else if (self.army_ready == 2) {
desired_min = ARMY_RANGE_MEDIUM_MIN;
desired_max = ARMY_RANGE_MEDIUM_MAX;
} else { // if (self.army_ready == 3)
desired_min = ARMY_RANGE_LONG_MIN;
desired_max = ARMY_RANGE_LONG_MAX;
}
local string diststring = "dist: " + ftos (dist)
+ " min: " + ftos (desired_min)
+ " max: " + ftos (desired_max)
+ " action: ";
if (dist < desired_min) {
if (statehack != -1) {
// dprint ("me: " + vtos (self.origin) + " goal: " + vtos (self.goalentity.origin) + "\n");
dprint (diststring + "back off\n");
statehack = -1;
}
botmovedist (vectoyaw (v_forward), dist * -0.1); // back off
} else if (dist > desired_max) {
if (statehack != 1) {
// dprint ("me: " + vtos (self.origin) + " goal: " + vtos (self.goalentity.origin) + "\n");
dprint (diststring + "close in\n");
statehack = 1;
}
botmovedist (vectoyaw (v_forward), dist); // close in
} else {
if (statehack != 0) {
// dprint ("me: " + vtos (self.origin) + " goal: " + vtos (self.goalentity.origin) + "\n");
dprint (diststring + "do nothing *cough*\n");
statehack = 0;
}
if (random () < 0.1)
botmovedist (vectoyaw (v_forward), dist);
}
} else
botmovedist(vectoyaw(v_forward), dist); // move
if (random() < 0.05 && self.enemy != world) // if we get a score
{ // of one on a d20,
local float r; // special
r = random();
if (r < 0.25)
self.has_teleporter = -1; // left
else if (r < 0.5)
self.has_teleporter = 1; // right
else if (r < 0.75)
self.has_teleporter = 2; // jump!
else
self.has_teleporter = 3; // italian style!
}
}
}
};
void (float angle, float dist) botmovedist =
{
local float success;
//- OfN - Don't annoy owner if following him! heh
#ifndef MAD_GRUNTY
if (self.goalentity==self.real_owner) //if in "follow me!" state...
{
local float dist2;
dist2 = vlen(self.origin - self.real_owner.origin);
if (dist2<64)
{
stand_frames();
self.has_cheated = time + 0.5;
walkmove(angle, 0);
return;
}
}///////////////////////////////*/
#endif
/*if (pointcontents(self.origin) == CONTENT_EMPTY) // We're in open air
{*/
success = walkmove(angle, dist);
if (success) // We walked sucessfully, woohoo
{
self.has_cheated = time + 0.5;
return;
}
else // We just ran into something...
{
if (self.is_toffingadet==1) //if we r on stop on obstacles mode
{
self.has_cheated = time + 0.5;
if (self.attack_finished < time) stand_frames();
return;
}
if (self.has_cheated > time)
return;
self.has_teleporter = 0; // abort dodging
makevectors(self.angles);
// First, we'll see if jumping would be suitable
if (self.flags & FL_ONGROUND) // don't bother if we aren't on the ground
{
traceline(self.origin + '0 0 20', self.origin + '0 0 20' + v_forward * 10, FALSE, self);
if (trace_fraction == 1.0)
{
self.velocity = self.velocity + v_forward * self.custom_speed * 20;
self.velocity_z = self.velocity_z + 270;
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
self.has_cheated = time + 0.5;
return;
}
}
}
/*}
else
{
self.velocity = normalize(self.goalentity.origin - self.origin) * self.custom_speed * 20;
if (self.teleport_time < time)
CheckWaterJump();
}*/
};
void () Grunty_StateInv =
{
local string talk;
talk = ftos(self.health);
sprint(self.real_owner, PRINT_HIGH, "Your <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> has ");
sprint(self.real_owner, PRINT_HIGH, talk);
talk = ftos(self.max_health);
sprint(self.real_owner, PRINT_HIGH, "<EFBFBD>");
sprint(self.real_owner, PRINT_HIGH, talk);
sprint(self.real_owner, PRINT_HIGH, " <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
if (self.weapons_carried & WEAP_AXE)
if (self.cutf_items & CUTF_KNIFE)
sprint(self.real_owner, PRINT_HIGH, ", a combat knife");
else
sprint(self.real_owner, PRINT_HIGH, ", an axe");
if (self.weapons_carried & WEAP_SHOTGUN)
sprint(self.real_owner, PRINT_HIGH, ", a shotgun");
if (self.weapons_carried & WEAP_NAILGUN)
sprint(self.real_owner, PRINT_HIGH, ", a nailgun");
if (self.weapons_carried & WEAP_SUPER_SHOTGUN)
sprint(self.real_owner, PRINT_HIGH, ", a double barreled shotgun");
if (self.weapons_carried & WEAP_ROCKET_LAUNCHER)
sprint(self.real_owner, PRINT_HIGH, ", a rocket launcher");
if (self.tf_items & NIT_SCANNER)
sprint(self.real_owner, PRINT_HIGH, ", a scanner");
talk = ftos(self.custom_speed * 20);
sprint(self.real_owner, PRINT_HIGH, ", moves at speed ");
sprint(self.real_owner, PRINT_HIGH, talk);
talk = ftos(self.money);
sprint(self.real_owner, PRINT_HIGH, " with $");
sprint(self.real_owner, PRINT_HIGH, talk);
sprint(self.real_owner, PRINT_HIGH, "\n");
sprint(self.real_owner, PRINT_HIGH, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ");
talk = ftos(self.ammo_shells);
sprint(self.real_owner, PRINT_HIGH, talk);
sprint(self.real_owner, PRINT_HIGH, " shells, ");
talk = ftos(self.ammo_nails);
sprint(self.real_owner, PRINT_HIGH, talk);
sprint(self.real_owner, PRINT_HIGH, " nails and ");
/* talk = ftos(self.ammo_cells);
sprint(self.real_owner, PRINT_HIGH, talk);
sprint(self.real_owner, PRINT_HIGH, " cells\n");*/
talk = ftos(self.ammo_rockets);
sprint(self.real_owner, PRINT_HIGH, talk);
sprint(self.real_owner, PRINT_HIGH, " rockets\n");
};
/* ---------------------------------------------------------------------------------- */
// GRUNTY - PART SIX
// Time to Die
//
// Grunty sucks it down
/* ---------------------------------------------------------------------------------- */
void () gruntyDead =
{
self.think = SUB_Remove;
self.nextthink = time + 40 + 20*random();
};
void() grunty_diea1 = [ $deatha1, grunty_diea2 ] {};
void() grunty_diea2 = [ $deatha2, grunty_diea3 ] {};
void() grunty_diea3 = [ $deatha3, grunty_diea4 ] {};
void() grunty_diea4 = [ $deatha4, grunty_diea5 ] {};
void() grunty_diea5 = [ $deatha5, grunty_diea6 ] {};
void() grunty_diea6 = [ $deatha6, grunty_diea7 ] {};
void() grunty_diea7 = [ $deatha7, grunty_diea8 ] {};
void() grunty_diea8 = [ $deatha8, grunty_diea9 ] {};
void() grunty_diea9 = [ $deatha9, grunty_diea10 ] {};
void() grunty_diea10 = [ $deatha10, grunty_diea11 ] {};
void() grunty_diea11 = [ $deatha11, grunty_diea11 ] {gruntyDead();};
void() grunty_dieb1 = [ $deathb1, grunty_dieb2 ] {};
void() grunty_dieb2 = [ $deathb2, grunty_dieb3 ] {};
void() grunty_dieb3 = [ $deathb3, grunty_dieb4 ] {};
void() grunty_dieb4 = [ $deathb4, grunty_dieb5 ] {};
void() grunty_dieb5 = [ $deathb5, grunty_dieb6 ] {};
void() grunty_dieb6 = [ $deathb6, grunty_dieb7 ] {};
void() grunty_dieb7 = [ $deathb7, grunty_dieb8 ] {};
void() grunty_dieb8 = [ $deathb8, grunty_dieb9 ] {};
void() grunty_dieb9 = [ $deathb9, grunty_dieb9 ] {gruntyDead();};
void() grunty_diec1 = [ $deathc1, grunty_diec2 ] {};
void() grunty_diec2 = [ $deathc2, grunty_diec3 ] {};
void() grunty_diec3 = [ $deathc3, grunty_diec4 ] {};
void() grunty_diec4 = [ $deathc4, grunty_diec5 ] {};
void() grunty_diec5 = [ $deathc5, grunty_diec6 ] {};
void() grunty_diec6 = [ $deathc6, grunty_diec7 ] {};
void() grunty_diec7 = [ $deathc7, grunty_diec8 ] {};
void() grunty_diec8 = [ $deathc8, grunty_diec9 ] {};
void() grunty_diec9 = [ $deathc9, grunty_diec10 ] {};
void() grunty_diec10 = [ $deathc10, grunty_diec11 ] {};
void() grunty_diec11 = [ $deathc11, grunty_diec12 ] {};
void() grunty_diec12 = [ $deathc12, grunty_diec13 ] {};
void() grunty_diec13 = [ $deathc13, grunty_diec14 ] {};
void() grunty_diec14 = [ $deathc14, grunty_diec15 ] {};
void() grunty_diec15 = [ $deathc15, grunty_diec15 ] {gruntyDead();};
void() grunty_died1 = [ $deathd1, grunty_died2 ] {};
void() grunty_died2 = [ $deathd2, grunty_died3 ] {};
void() grunty_died3 = [ $deathd3, grunty_died4 ] {};
void() grunty_died4 = [ $deathd4, grunty_died5 ] {};
void() grunty_died5 = [ $deathd5, grunty_died6 ] {};
void() grunty_died6 = [ $deathd6, grunty_died7 ] {};
void() grunty_died7 = [ $deathd7, grunty_died8 ] {};
void() grunty_died8 = [ $deathd8, grunty_died9 ] {};
void() grunty_died9 = [ $deathd9, grunty_died9 ] {gruntyDead();};
void() grunty_diee1 = [ $deathe1, grunty_diee2 ] {};
void() grunty_diee2 = [ $deathe2, grunty_diee3 ] {};
void() grunty_diee3 = [ $deathe3, grunty_diee4 ] {};
void() grunty_diee4 = [ $deathe4, grunty_diee5 ] {};
void() grunty_diee5 = [ $deathe5, grunty_diee6 ] {};
void() grunty_diee6 = [ $deathe6, grunty_diee7 ] {};
void() grunty_diee7 = [ $deathe7, grunty_diee8 ] {};
void() grunty_diee8 = [ $deathe8, grunty_diee9 ] {};
void() grunty_diee9 = [ $deathe9, grunty_diee9 ] {gruntyDead();};
void() grunty_die_ax1 = [ $axdeth1, grunty_die_ax2 ] {};
void() grunty_die_ax2 = [ $axdeth2, grunty_die_ax3 ] {};
void() grunty_die_ax3 = [ $axdeth3, grunty_die_ax4 ] {};
void() grunty_die_ax4 = [ $axdeth4, grunty_die_ax5 ] {};
void() grunty_die_ax5 = [ $axdeth5, grunty_die_ax6 ] {};
void() grunty_die_ax6 = [ $axdeth6, grunty_die_ax7 ] {};
void() grunty_die_ax7 = [ $axdeth7, grunty_die_ax8 ] {};
void() grunty_die_ax8 = [ $axdeth8, grunty_die_ax9 ] {};
void() grunty_die_ax9 = [ $axdeth9, grunty_die_ax9 ] {gruntyDead();};
// For now we'll just have this
// Later we'll have hard and soft deaths
void() ArmyDeathSound;
void() custom_grunt_die =
{
self.effects=0;
if (self.real_owner.classname == "player")
{
sprint(self.real_owner,PRINT_HIGH,"Your soldier is dead.\n");
self.real_owner.job = self.real_owner.job - (self.real_owner.job & JOB_DEMON_OUT);
self.real_owner.job_finished = time + 2; //Can't summon streams of demons SB can so
self.real_owner.demon_one = world;
if (self.martyr_enemy != world)
RemoveWaypoint(self.martyr_enemy, self);
if (self.demon_one != world)
RemoveWaypoint(self.demon_one, self);
if (self.demon_two != world)
RemoveWaypoint(self.demon_two, self);
local entity oself;
oself=self;
self=self.real_owner;
SetArmyTimer();
self=oself;
}
if (self.health < -30)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_MONSTERDIE);
ThrowGib ("progs/h_guard.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
//ThrowGib ("progs/gib3.mdl", self.health);
dremove(self);
return;
}
self.solid = SOLID_NOT;
ArmyDeathSound();
self.classname = "monster_corpse";
self.think=NIL;
self.touch=NIL;
if (isMelee())
{
grunty_die_ax1();
}
else
{
local float r;
r=random();
if (r<0.2)
grunty_diea1();
else if (r<0.4)
grunty_dieb1();
else if (r<0.6)
grunty_diec1();
else if (r<0.8)
grunty_died1();
else grunty_diee1();
}
};
void() ArmyDeathSound =
{
local float rs;
// water death sounds
if (self.waterlevel == 3)
{
DeathBubbles(10);
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_MONSTERDIE);
return;
}
rs = rint ((random() * 4) + 1);
if (rs == 1)
self.noise = "player/death1.wav";
if (rs == 2)
self.noise = "player/death2.wav";
if (rs == 3)
self.noise = "player/death3.wav";
if (rs == 4)
self.noise = "player/death4.wav";
if (rs == 5)
self.noise = "player/death5.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_MONSTERDIE);
};
// We'll include pain here
void() grunty_pain1 = [$pain1, grunty_pain2] {PainSound();self.weaponframe=0;self.effects=0;};
void() grunty_pain2 = [$pain2, grunty_pain3] {};
void() grunty_pain3 = [$pain3, grunty_pain4] {};
void() grunty_pain4 = [$pain4, grunty_pain5] {};
void() grunty_pain5 = [$pain5, grunty_pain6] {};
void() grunty_pain6 = [$pain6, grunty_run] {self.walkframe = 0;};
void() grunty_axepain1 = [ $axpain1, grunty_axepain2 ] {PainSound();self.weaponframe=0;self.effects=0;};
void() grunty_axepain2 = [ $axpain2, grunty_axepain3 ] {};
void() grunty_axepain3 = [ $axpain3, grunty_axepain4 ] {};
void() grunty_axepain4 = [ $axpain4, grunty_axepain5 ] {};
void() grunty_axepain5 = [ $axpain5, grunty_axepain6 ] {};
void() grunty_axepain6 = [ $axpain6, grunty_run ]
{
self.walkframe = 0; // - 1)/16);
self.pain_finished = time + random()*1.5*(self.has_sensor/17);
};
void(entity attacker, float damage) grunty_pain =
{
//self.real_owner.StatusRefreshTime = time + 0.2;
//self.real_owner.StatusBarScreen = 3;
#ifdef VERBOSE_GRUNTY
// RPrint(self.real_owner, PRINT_HIGH, "Grunty PAIN!\n");
#endif
if (self.pain_finished > time)
return;
//if (random()*40 > damage) // random()*40+40*((self.has_sensor-1)/16)
if (random()*40 + 40*((self.has_sensor - 1)/16) > damage)
return;
if (isMelee())
grunty_axepain1();
else
grunty_pain1();
};
/* ---------------------------------------------------------------------------------- */
// GRUNTY - PART SEVEN
// Moving with style
//
// Grunty needs waypoints
/* ---------------------------------------------------------------------------------- */
/*void() Grunty_PhysUpdate =
{
setorigin(self, self.origin + self.velocity * 0.05);
};*/
void() Waypoint_Touch =
{
// If the toucher isn't a grunt, return.
if (other.classname != "monster_army")
return;
// If the toucher isn't trying to reach us, return.
// We could do this with self.owner but it might accidentally touch a home waypoint
// making this a bad option.
if (other.goalentity != self)
return;
if (self.has_sensor == WAYPOINT_TYPE_ENEMYLASTSEEN)
{
if (self.owner.demon_one.demon_one == self)
self.owner.demon_one.demon_one = world;
dremove(self);
return;
}
if (self.has_sensor == WAYPOINT_TYPE_PRIMARY)
{
self.owner.demon_one.job=2;
}
else if (self.has_sensor == WAYPOINT_TYPE_SECONDARY)
{
self.owner.demon_one.job=1;
}
self.num_mines = time + self.has_holo; // reset entity live time
//has_holo is the asigned life time in createwaypoint
other.goalentity = self.goalentity; // Set grunty's movement target
//if (!self.has_sensor) // If we're non-permanent (ie. a temporary goal)
// dremove(self); // remove ourself
};
void() Waypoint_DoNothing = // A waypoint checks for redundancy
{
self.nextthink = time + 5; // next check in 5 seconds
//if (self.owner.classname!="player") return; //- OfN - NO!! remove it..
//- OfN - remove waypoint entity?
if (self.owner.has_disconnected
|| !(self.owner.job & JOB_ARMY)
|| !(self.owner.job & JOB_DEMON_OUT)
|| self.owner.classname!="player")
{
dremove(self); // no pointer set to world needed cause soldier shouldnt be present on game
return;
}
if (self.num_mines < time) // if it wasnt touched for specified life-time remove it
{
if (self.has_sensor == WAYPOINT_TYPE_PRIMARY
&& self.owner.demon_one.martyr_enemy == self)
self.owner.demon_one.martyr_enemy = world;
if (self.has_sensor == WAYPOINT_TYPE_SECONDARY
&& self.owner.demon_one.demon_two == self)
self.owner.demon_one.demon_two = world;
if (self.has_sensor == WAYPOINT_TYPE_ENEMYLASTSEEN
&& self.owner.demon_one.demon_one == self)
self.owner.demon_one.demon_one = world;
dremove(self);
return;
}
};
/* CreateWaypoint
*
* Creates a waypoint for use by grunty
* waypoint.goalentity = next target
* waypoint.owner = owner grunt
*/
entity (vector location, float life, float type) CreateWaypoint =
{
newmis = spawn(); // Spawn a new entity (the waypoint)
//newmis.has_sensor = 1; // has_sensor means we're a permanent waypoint, which always are
// - OfN now has_sensor holds the type of waypoint, primary, second etc..
// set the origin.
setsize (newmis, '-20 -20 -20', '20 20 20'); // set the size of the waypoint
newmis.solid = SOLID_TRIGGER; // We're a solid trigger type - touch, but don't block
//newmis.netname = "grunty_waypoint"; // set the name so grunty can talk about us
newmis.classname = "grunty_waypoint";
newmis.touch = Waypoint_Touch; // Set the waypoint's touch function
newmis.think = Waypoint_DoNothing; // Set the waypoint's redundancy check function
newmis.nextthink = time + 2; // Think in 2 seconds
if (self.classname=="player")
newmis.owner=self;
else if (self.classname=="monster_army")
newmis.owner=self.real_owner;
newmis.num_mines = time + life; //WAYPOINT_LIFE;
newmis.has_holo = life;
newmis.has_sensor = type; // sets the type of waypoint to has_sensor
setorigin(newmis, location);
return newmis; // return the entity
};
/* ---------------------------------------------------------------------------------- */
// GRUNTY - PART EIGHT
// Life and Happiness
//
// Grunty earns hard cash
/* ---------------------------------------------------------------------------------- */
void (entity targ) GetRank =
{
if (targ.has_sensor == 1)
targ.undercover_name = "Private Class III ";
else if (targ.has_sensor == 2)
targ.undercover_name = "Private Class II ";
else if (targ.has_sensor == 3)
targ.undercover_name = "Private Class I ";
else if (targ.has_sensor == 4)
targ.undercover_name = "Lance Corporal ";
else if (targ.has_sensor == 5)
targ.undercover_name = "Corporal ";
else if (targ.has_sensor == 6)
targ.undercover_name = "Sergeant ";
else if (targ.has_sensor == 7)
targ.undercover_name = "Staff Sergeant ";
else if (targ.has_sensor == 8)
targ.undercover_name = "Warrant Officer II ";
else if (targ.has_sensor == 9)
targ.undercover_name = "Warrant Officer I ";
else if (targ.has_sensor == 10)
targ.undercover_name = "Lieutenant Class II ";
else if (targ.has_sensor == 11)
targ.undercover_name = "Lieutenant Class I ";
else if (targ.has_sensor == 12)
targ.undercover_name = "Captain ";
else if (targ.has_sensor == 13)
targ.undercover_name = "Major ";
else if (targ.has_sensor == 14)
targ.undercover_name = "Colonel ";
else if (targ.has_sensor == 15)
targ.undercover_name = "Brigadier ";
else if (targ.has_sensor == 16)
targ.undercover_name = "General ";
else if (targ.has_sensor == 17)
targ.undercover_name = "Field Marshal ";
else
targ.undercover_name = "Error producer ";
};
void() Grunty_Check_Frags =
{
if (self.frags >= self.has_sentry && self.has_sensor < 17)
{
self.has_tesla = self.has_tesla + 0.1;
self.has_sensor = self.has_sensor + 1;
self.has_sentry = self.has_sentry + 2;
//self.health = self.health + self.has_sensor * 25; //-this before
self.health = self.health + 20 + self.has_sensor * 12; //-this now
self.max_health = self.max_health + 20 + self.has_sensor * 16;//-was 25
//ofn
if (self.max_health > GRUNT_MAX_HP)
self.max_health = GRUNT_MAX_HP;
if (self.health > self.max_health)
self.health = self.max_health;
custom_demon_name(self);
GetRank(self);
sprint(self.real_owner, PRINT_HIGH, "Your soldier, ");
sprint(self.real_owner, PRINT_HIGH, self.netname);
sprint(self.real_owner, PRINT_HIGH, ", has reached the rank of ");
sprint(self.real_owner, PRINT_HIGH, self.undercover_name);
sprint(self.real_owner, PRINT_HIGH, "\n");
}
};
float () ReturnWeaponVelocity =
{
if (self.current_weapon == WEAP_NAILGUN)
// return 1250;
return 99999999;
else if (self.current_weapon == WEAP_ROCKET_LAUNCHER)
//return 1100;
return 99999999;
else
return 99999999;
};
#define GRUNTY_COST_HEALTHPACK 35 // was 20
#define GRUNTY_COST_SHOTGUN 100 // was 50
#define GRUNTY_COST_NAILGUN 300 // was 300
#define GRUNTY_COST_SUPER_SHOTGUN 500 // was 500
#define GRUNTY_COST_KNIFE 500 // was 700 // then 400
#define GRUNTY_COST_ROCKET_LAUNCHER 3000 // was 3000 // then 2000
#define GRUNTY_COST_SCANNER 1200 // was 1000 // then 800
#define GRUNTY_COST_SHELL 4 // was 2
#define GRUNTY_COST_NAIL 2 // was 1
#define GRUNTY_COST_ROCKET 12 // was 3
#define GRUNTY_COST_CELL 2
#define GRUNTY_COST_MAXHEALTH 120 // was 100
#define GRUNTY_COST_SPEED 800 // was 400 // then 400
#define GRUNTY_MAX_SPEED 13 //- was 30
void () GruntyPayThink =
{
local float chance;
local float r;
local float spendalloc;
// If it's salary time, draw pay
if (self.respawn_time < time)
{
GruntyDrawPay();
self.respawn_time = time + 20;
}
// Grunty is on a SHOPPING SPREE!
if (!(self.weapons_carried & WEAP_ROCKET_LAUNCHER))
spendalloc = self.money * 0.2; // amount to spend on health/speed upgrades
else
spendalloc = self.money;
// Consider buying more max health )//- added
if (spendalloc >= GRUNTY_COST_MAXHEALTH && self.max_health < GRUNT_MAX_HP)
{
if (self.weapons_carried & WEAP_ROCKET_LAUNCHER)
chance = 0.75; //- was 0.9
else
chance = 0.25;
r = random();
if (r < chance)
{
self.max_health = self.max_health + 25;
self.money = self.money - GRUNTY_COST_MAXHEALTH;
spendalloc = spendalloc - GRUNTY_COST_MAXHEALTH;
// #ifdef VERBOSE_GRUNTY
PrintFromSoldier(self,self.real_owner,"my health maximum has been increased!\n");
// sprint(self.real_owner, PRINT_HIGH, "BUYS more MAX HP\n");
// #endif
}
}
// Consider buying a health pack
if (self.health < self.max_health && self.money >= GRUNTY_COST_HEALTHPACK)
{
local float loops = 0, bought;
bought=0;
while (loops < (0.75+(self.has_sensor/4)) && self.money >= GRUNTY_COST_HEALTHPACK && self.max_health > self.health)
{
if (self.health < self.max_health - 25)
chance = 1;
else if (self.health < self.max_health - 15)
chance = 0.25;
else
chance = 0.1;
r = random();
if (r < chance)
{
self.health = self.health + 25;
if (self.health > self.max_health)
self.health = self.max_health;
self.money = self.money - GRUNTY_COST_HEALTHPACK;
// #ifdef VERBOSE_GRUNTY
// sprint(self.real_owner, PRINT_HIGH, "BUYS A HEALTHPACK\n");
//PrintFromSoldier(self,self.real_owner,"i've bought a healthpack.\n");
bought=bought+1;
// #endif
}
loops = loops + 1;
}
if (bought>0)
{
if (bought==1)
PrintFromSoldier(self,self.real_owner,"i've bought a healthpack.\n");
else
{
local string tempst;
tempst=ftos(bought);
PrintFromSoldier(self,self.real_owner,"i've bought ");
sprint(self.real_owner,PRINT_HIGH,tempst);
sprint(self.real_owner,PRINT_HIGH," healthpacks.\n");
}
}
}
// Consider buying a shotgun
if (!(self.weapons_carried & WEAP_SHOTGUN))
if (self.money >= GRUNTY_COST_SHOTGUN)
{
r = random();
if (r < 0.5)
{
self.weapons_carried = self.weapons_carried | WEAP_SHOTGUN;
self.money = self.money - GRUNTY_COST_SHOTGUN;
PrintFromSoldier(self,self.real_owner,"i have bought a shotgun.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier has just purchased a shotgun.\n");
}
}
// Consider buying a knife
if (!(self.cutf_items & CUTF_KNIFE))
if (self.money >= GRUNTY_COST_KNIFE)
{
r = random();
if (r < 0.5)
{
self.cutf_items = self.cutf_items | CUTF_KNIFE;
self.money = self.money - GRUNTY_COST_KNIFE;
PrintFromSoldier(self,self.real_owner,"i have bought a knife.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier has just purchased a knife.\n");
}
}
// Consider buying a nailgun
if (!(self.weapons_carried & WEAP_NAILGUN))
if (self.money >= GRUNTY_COST_NAILGUN)
{
r = random();
if (r < 0.25)
{
self.weapons_carried = self.weapons_carried | WEAP_NAILGUN;
self.money = self.money - GRUNTY_COST_NAILGUN;
PrintFromSoldier(self,self.real_owner,"i now own a nailgun.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier now owns a nailgun.\n");
}
}
// Consider buying a double barrel
if (!(self.weapons_carried & WEAP_SUPER_SHOTGUN))
if (self.money >= GRUNTY_COST_SUPER_SHOTGUN)
{
r = random();
if (r < 0.25)
{
self.weapons_carried = self.weapons_carried | WEAP_SUPER_SHOTGUN;
self.money = self.money - GRUNTY_COST_SUPER_SHOTGUN;
PrintFromSoldier(self,self.real_owner,"i've just bought a super shotgun.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier just bought a super shotgun.\n");
}
}
// Consider buying a scanner
if (!(self.tf_items & NIT_SCANNER))
if (self.money >= GRUNTY_COST_SCANNER)
{
r = random();
if (r < 0.15)
{
self.tf_items = self.tf_items | NIT_SCANNER;
self.money = self.money - GRUNTY_COST_SCANNER;
PrintFromSoldier(self,self.real_owner,"i now own a scanner.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier now owns a scanner.\n");
}
}
// Consider buying...a rocket launcher.
if (!(self.weapons_carried & WEAP_ROCKET_LAUNCHER))
if (self.money >= GRUNTY_COST_ROCKET_LAUNCHER)
{
r = random();
if (r < 0.3) //- was 0.2
{
self.weapons_carried = self.weapons_carried | WEAP_ROCKET_LAUNCHER;
self.money = self.money - GRUNTY_COST_ROCKET_LAUNCHER;
PrintFromSoldier(self,self.real_owner,"i have bought a ROCKET LAUNCHER!! hehe\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier is now the proud owner of a brand new rocket launcher.\n");
}
}
// Buy ammo
if ((self.weapons_carried & WEAP_ROCKET_LAUNCHER) && self.ammo_rockets < self.maxammo_rockets)
{
local float rocketstobuy;
rocketstobuy = self.maxammo_rockets - self.ammo_rockets;
if (rocketstobuy > 4)
rocketstobuy = 4;
if (self.money >= rocketstobuy * GRUNTY_COST_ROCKET)
{
self.ammo_rockets = self.ammo_rockets + rocketstobuy;
self.money = self.money - rocketstobuy * GRUNTY_COST_ROCKET;
// #ifdef VERBOSE_GRUNTY
PrintFromSoldier(self,self.real_owner,"i've bought some rockets.\n");
//sprint(self.real_owner, PRINT_HIGH, "BUYS SOME ROCKETS\n");
// #endif
}
}
if ((self.weapons_carried & WEAP_NAILGUN) && self.ammo_nails < self.maxammo_nails)
{
local float nailstobuy;
nailstobuy = self.maxammo_nails - self.ammo_nails;
if (nailstobuy > 50) // was 50
nailstobuy = 50;
if (self.money >= nailstobuy * GRUNTY_COST_NAIL)
{
self.ammo_nails = self.ammo_nails + nailstobuy;
self.money = self.money - nailstobuy * GRUNTY_COST_NAIL;
// #ifdef VERBOSE_GRUNTY
PrintFromSoldier(self,self.real_owner,"i've bought some nails.\n");
//sprint(self.real_owner, PRINT_HIGH, "BUYS SOME NAILS\n");
// #endif
}
}
if ((self.weapons_carried & WEAP_SHOTGUN ||
self.weapons_carried & WEAP_SUPER_SHOTGUN)
&& self.ammo_shells < self.maxammo_shells)
{
local float shellstobuy;
shellstobuy = self.maxammo_shells - self.ammo_shells;
if (shellstobuy > 15)
shellstobuy = 15;
if (self.money >= shellstobuy * GRUNTY_COST_SHELL)
{
self.ammo_shells = self.ammo_shells + shellstobuy;
self.money = self.money - shellstobuy * GRUNTY_COST_SHELL;
// #ifdef VERBOSE_GRUNTY
PrintFromSoldier(self,self.real_owner,"i've bought some shells.\n");
//sprint(self.real_owner, PRINT_HIGH, "BUYS SOME SHELLS\n");
// #endif
}
}
// Consider buying more speed
if (spendalloc >= GRUNTY_COST_SPEED)
{
if (self.custom_speed < GRUNTY_MAX_SPEED)
{
r = random();
if (r < 0.3)
{
self.custom_speed = self.custom_speed + 1;
self.money = self.money - GRUNTY_COST_SPEED;
spendalloc = spendalloc - GRUNTY_COST_SPEED;
PrintFromSoldier(self,self.real_owner,"i'm faster now.\n");
//sprint(self.real_owner, PRINT_HIGH, "Your soldier is now faster.\n");
}
}
}
//- OfteN: don't let grunt have more HP than GRUNT_MAX_HP -//
if (self.health > GRUNT_MAX_HP)
self.health = GRUNT_MAX_HP;
if (self.max_health > GRUNT_MAX_HP)
self.max_health = GRUNT_MAX_HP;
self.suicide_time = time + 10;
};
void () GruntyDrawPay =
{
self.money = self.money + 70 + floor((self.has_sensor/2)+1) * 25;//-was 30 and has_sensor wasnt/2 // then was 30 again
self.respawn_time = time + 20;
return;
};
//-----------------------------------------------------//
void() grunty_touch =
{
/*if (other.classname=="ammobox")
{
PrintFromSoldier(self,other,"AMMO?\n");
return;
}*/
if (other.classname=="player" && self.has_holo < time && self.enemy == world && self.health >= 0)
{
local string st;
if (self.real_owner==other)
{
st=GetOwnerMessage(self);
PrintFromSoldier(self,other,st);
self.has_holo=time+5;
}
else if (Teammate(self.real_owner.team_no, other.team_no))
{
local float rnum;
rnum=random();
if (rnum < 0.4)
{
PrintFromSoldier(self,other,"Hi ");
sprint(other,PRINT_HIGH,other.netname);
sprint(other,PRINT_HIGH,", I'm ");
sprint(other,PRINT_HIGH,self.netname);
sprint(other,PRINT_HIGH,", ");
sprint(other,PRINT_HIGH,self.real_owner.netname);
sprint(other,PRINT_HIGH,"'s soldier!\n");
}
else
{
st=GetFriendlyMessage(self);
PrintFromSoldier(self,other,st);
}
self.has_holo=time+5;
}
}
//self=other; // why this?
};
//========================================================================
// lets make the server to not crash when removing waypoints ok? :)
void(entity wyp, entity soldier) RemoveWaypoint =
{
if (wyp==world) return;
if (wyp.classname == "grunty_waypoint" && wyp.owner == soldier.real_owner)
{
if (wyp.owner.demon_one.martyr_enemy != world)
{
if (wyp.owner.demon_one.martyr_enemy.goalentity == wyp)
wyp.owner.demon_one.martyr_enemy.goalentity = world;
}
if (wyp.owner.demon_one.demon_two != world)
{
if (wyp.owner.demon_one.demon_two.goalentity == wyp)
wyp.owner.demon_one.demon_two.goalentity = world;
}
if (wyp.has_sensor == WAYPOINT_TYPE_PRIMARY
&& wyp.owner.demon_one.martyr_enemy == wyp)
wyp.owner.demon_one.martyr_enemy = world;
else if (wyp.has_sensor == WAYPOINT_TYPE_SECONDARY
&& wyp.owner.demon_one.demon_two == wyp)
wyp.owner.demon_one.demon_two = world;
else if (wyp.has_sensor == WAYPOINT_TYPE_ENEMYLASTSEEN
&& wyp.owner.demon_one.demon_one == wyp)
wyp.owner.demon_one.demon_one = world;
dremove(wyp);
}
};
//=======================================================================//
// OfN returns the goalentity the grunt should be going to if its able
entity(entity sold, entity viewpoint) ReturnEasyWaypoint =
{
if (sold.penance_time==2) return world;
if (sold.penance_time==0) return world;
if (sold.penance_time==1)
{
if (sold.real_owner.health <= 0)
{
sold.penance_time=0;
return world;
}
if (visible2(sold,sold.real_owner))
return sold.real_owner;
else
{
//sold.penance_time=0; // don't reset sold last "intention"
PrintFromSoldier(sold,sold.real_owner,"i was following you but i can't see you now!\n");
return world;
}
}
if (sold.martyr_enemy!=world && sold.job==1 && visible2(viewpoint,sold.martyr_enemy))
return sold.martyr_enemy;
if (sold.demon_two!=world && sold.job==2 && visible2(viewpoint,sold.demon_two))
return sold.demon_two;
// no last waypoint walk so lets see whats easier to reach...
local entity retENT;
retENT=world;
if (sold.demon_two!=world && sold.martyr_enemy!=world) // both waypoints assigned? ok...
{
if (visible2(viewpoint,sold.martyr_enemy) && visible2(viewpoint,sold.demon_two)) // both waypoints visible? lets see which one is closest...
{
local float dist1,dist2;
dist1 = vlen(viewpoint.origin - sold.martyr_enemy.origin);
dist2 = vlen(viewpoint.origin - sold.demon_two.origin);
if (dist1 > dist2) // which is the closest one?
{
retENT=sold.demon_two;
}
else
{
retENT=sold.martyr_enemy;
}
}
else if (visible2(viewpoint,sold.martyr_enemy)) // only primary wayp is visible?
retENT=sold.martyr_enemy;
else if (visible2(viewpoint,sold.demon_two)) // only secondary wayp is visible?
retENT=sold.demon_two;
}
else if (sold.demon_two!=world) // only secondary wayp is assigned?
{
if (visible2(viewpoint,sold.demon_two))
retENT=sold.demon_two;
}
else if (sold.martyr_enemy!=world) // only primary wayp is assigned?
{
if (visible2(viewpoint,sold.martyr_enemy))
retENT=sold.martyr_enemy;
}
if (sold.penance_time == 3 && retENT==world)
{
PrintFromSoldier(sold,sold.real_owner,"can't see my waypoints around here!\n");
//sold.penance_time = 0; // don't reset sold last "intention"
}
return retENT;
};
//== OfN, used when picking up ammo ==//
void(entity sld) grunty_boundammo =
{
if (sld.classname!="monster_army") return;
if (sld.ammo_nails > sld.maxammo_nails) sld.ammo_nails = sld.maxammo_nails;
if (sld.ammo_cells > sld.maxammo_cells) sld.ammo_cells = sld.maxammo_cells;
if (sld.ammo_shells > sld.maxammo_shells) sld.ammo_shells = sld.maxammo_shells;
if (sld.ammo_rockets > sld.maxammo_rockets) sld.ammo_rockets = sld.maxammo_rockets;
};