mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-27 06:22:23 +00:00
8c2d5fdd12
should get frags for blowing people up with others' dispensers/mines/expbody, airfisting rockets, etc. 2) Redid Give_Frags_Out 3) Changed many uses of pointcontents and ugly hacks to use hullpointcontents and checkmove, now a lot cleaner and less buggy 4) You can grapple builds again. This caused really odd bugs. 5) You can now damage your own buildings again (gasp). Any time a tesla or sentry is damaged it turns on its attacker, friendly or otherwise. This is both a counter-TK and counter-spy mechanism. 6) Teslas are now entirely inside their bounding box 7) Now check every frame for players startsolid and for outside of the map cube. 8) #define WALL_HURT to make it hurt when you hit a wall 9) Used some cool ideas (aka laws of physics) to make the airfist a little less annoying 10) You now only get 1 mirv per slot without bandolier. Demoman and hwguy gain bandolier. demoman loses his extra mirv but gains an extra grenade and pair of detpacks. Hwguy gets extra grenade. 11) New and improved EMP grenade now does damage based on range. no longer blows up shells. Doesn't directly damage sentries anymore, but does significant damage to dispensers. EMP someone who's setting a det and it blows up in their face. 12) Players now do radius damage from getting EMPed (again) 13) EMPs now go through walls (again) 14) EMP number lowered by one (3 without, 4 with bandolier) and cost raised by $100 15) You can only have 2 frag grens, 3 with bandolier now. 16) Hover boots will now eat cells if they get low on charge. In addition, the silly bug where their charge wasn't restored when you die is fixed now. 17) EMPing a detpack now sets its timer to anywhere between 1 and 121 seconds from current time, with a logarithmic probability of it being lower. (random() * random() * 120 + 1). Also, probably more time the closer it is to the EMP. 18) Judo can now be blocked by people with close combat, knife or judo. Blocked judo means that the attacker loses 3 seconds of attack. 19) Judo missing now makes them unable to fire. 20) Shortened judo range (back to normal if w/ close combat) 21) Attempted to rework the railgun. Seems to be okay now. Probably still a lot of bugs in here, but since this is the devel version I thought I would commit all my changes so people could start testing it. I'll commit fixes as soon as I find the bugs.
1278 lines
31 KiB
C++
1278 lines
31 KiB
C++
#include "defs.qh"
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#include "ai.qh"
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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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void(entity targ, entity inflictor, entity attacker, float damage) 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 NIL 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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if (test.solid != SOLID_SLIDEBOX)
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{
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bprint(PRINT_HIGH, "CRAZY! AI_Check_Contents, test.solid=");
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bprint(PRINT_HIGH, ftos(test.solid));
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bprint(PRINT_HIGH, "\n");
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}
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if (test.movetype != MOVETYPE_TOSS && test.movetype != MOVETYPE_STEP)
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{
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bprint(PRINT_HIGH, "CRAZY! AI_Check_Contents, test.movetype=");
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bprint(PRINT_HIGH, ftos(test.movetype));
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bprint(PRINT_HIGH, "\n");
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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 (entpointcontents(test) == CONTENTS_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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if (self.is_malfunctioning)
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{
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heal = 0;
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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, NIL, NIL, 4*self.waterlevel);
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//TF_T_Damage (self, NIL, NIL, 5, 0, TF_TD_ELECTRICITY);
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}
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}
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if (entpointcontents(test) == CONTENTS_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, NIL, NIL, 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 (entpointcontents(test) == CONTENTS_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, NIL, NIL, 4*self.waterlevel);
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//TF_T_Damage (self, NIL, NIL, 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 (entpointcontents(test) == CONTENTS_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, NIL, NIL, 4*self.waterlevel);
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//TF_T_Damage (self, NIL, NIL, (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, NIL, NIL, 4*self.waterlevel);
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//TF_T_Damage (self, NIL, NIL, (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, NIL, NIL, 4*self.waterlevel);
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//TF_T_Damage (self, NIL, NIL, (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, NIL, NIL, 4*self.waterlevel);
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//TF_T_Damage (self, NIL, NIL, (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 (NIL, 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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|
|
|
|
|
|
//============================================================================
|
|
|
|
void() HuntTarget =
|
|
{
|
|
self.goalentity = self.enemy;
|
|
self.think = self.th_run;
|
|
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
|
|
self.nextthink = time + 0.1;
|
|
SUB_AttackFinished (1); // wait a while before first attack
|
|
};
|
|
|
|
void() SightSound =
|
|
{
|
|
local float rsnd;
|
|
|
|
if (self.classname == "monster_ogre")
|
|
sound (self, CHAN_VOICE, "ogre/ogwake.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_knight")
|
|
sound (self, CHAN_VOICE, "knight/ksight.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_shambler")
|
|
sound (self, CHAN_VOICE, "shambler/ssight.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_demon1")
|
|
sound (self, CHAN_VOICE, "demon/sight2.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_wizard")
|
|
sound (self, CHAN_VOICE, "wizard/wsight.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_zombie")
|
|
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_dog")
|
|
sound (self, CHAN_VOICE, "dog/dsight.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_hell_knight")
|
|
sound (self, CHAN_VOICE, "hknight/sight1.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_tarbaby")
|
|
sound (self, CHAN_VOICE, "blob/sight1.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_vomit")
|
|
sound (self, CHAN_VOICE, "vomitus/v_sight1.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_enforcer")
|
|
{
|
|
rsnd = rint(random() * 3);
|
|
if (rsnd == 1)
|
|
sound (self, CHAN_VOICE, "enforcer/sight1.wav", 1, ATTN_NORM);
|
|
else if (rsnd == 2)
|
|
sound (self, CHAN_VOICE, "enforcer/sight2.wav", 1, ATTN_NORM);
|
|
else if (rsnd == 0)
|
|
sound (self, CHAN_VOICE, "enforcer/sight3.wav", 1, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_VOICE, "enforcer/sight4.wav", 1, ATTN_NORM);
|
|
}
|
|
else if (self.classname == "monster_army")
|
|
sound (self, CHAN_VOICE, "soldier/sight1.wav", 1, ATTN_NORM);
|
|
else if (self.classname == "monster_shalrath")
|
|
sound (self, CHAN_VOICE, "shalrath/sight.wav", 1, ATTN_NORM);
|
|
};
|
|
|
|
void() FoundTarget =
|
|
{
|
|
/* if (self.enemy.classname == "player")
|
|
{ // let other monsters see this monster for a while
|
|
sight_entity = self;
|
|
sight_entity_time = time;
|
|
} */
|
|
|
|
//self.show_hostile = time + 1; // wake up other monsters
|
|
|
|
|
|
//- OfN- if (self.classname == "monster_demon1" || self.classname == "monster_shambler" || self.classname == "monster_wizard" )
|
|
if (IsMonsterNonArmy(self))
|
|
//- OfN - if (self.enemy.classname == "monster_demon1" || self.enemy.classname == "monster_shambler" || self.enemy.classname == "monster_wizard")
|
|
if (IsMonsterNonArmy(self.enemy))
|
|
//- OfN - if (self.enemy.enemy.classname != "monster_demon1" || self.enemy.enemy.classname != "monster_shambler" || self.enemy.enemy.classname != "monster_wizard")
|
|
if (!IsMonsterNonArmy(self.enemy.enemy))
|
|
{
|
|
self.enemy.enemy = self;
|
|
self.enemy.goalentity = self;
|
|
}
|
|
|
|
SightSound ();
|
|
HuntTarget ();
|
|
};
|
|
|
|
//- OfN LookAround for monsters - grunty uses another one in grunty.qc
|
|
entity (entity scanner) LookAround =
|
|
{
|
|
|
|
if (infokey(NIL,"ceasefire")=="on") //OfN
|
|
return scanner;
|
|
|
|
local entity client;
|
|
local float gotatarget;
|
|
|
|
client = findradius(scanner.origin, 2500);
|
|
|
|
while (client)
|
|
{
|
|
gotatarget = 0;
|
|
|
|
if (client != scanner && visible2(client, scanner))
|
|
{
|
|
|
|
#ifdef MAD_MONSTERS
|
|
|
|
if (client.classname == "player" && IsMonsterNonArmy(scanner)) gotatarget = 1;
|
|
|
|
#else
|
|
|
|
if (client.classname == "player" && !Teammate(client.team_no, scanner.real_owner.team_no))
|
|
{
|
|
gotatarget = Pharse_Client(client, scanner, 1, 0, 0, 0);
|
|
|
|
/*if (scanner.classname=="monster_army") // extra grunty checks
|
|
{
|
|
if (client.is_undercover)
|
|
if (client.cutf_items & CUTF_JAMMER || !scanner.tf_items & NIT_SCANNER)
|
|
gotatarget=0;
|
|
if (client.modelindex == modelindex_null)
|
|
if (client.cutf_items & CUTF_JAMMER || !scanner.tf_items & NIT_SCANNER)
|
|
gotatarget=0;
|
|
if (client.modelindex == modelindex_eyes)
|
|
if (client.cutf_items & CUTF_JAMMER || !scanner.tf_items & NIT_SCANNER)
|
|
if (random() < 2 - scanner.has_tesla * random())
|
|
gotatarget=0;
|
|
}*/
|
|
}
|
|
|
|
#endif
|
|
|
|
/*else if (client.classname == "monster_shambler")
|
|
{
|
|
if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no))
|
|
gotatarget = 1;
|
|
}
|
|
else if (client.classname == "monster_wizard") //- OfN -
|
|
{
|
|
if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no))
|
|
gotatarget = 1;
|
|
}
|
|
else if (client.classname == "monster_demon1")
|
|
{
|
|
if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no))
|
|
gotatarget = 1;
|
|
}
|
|
else if (client.classname == "monster_army")
|
|
{
|
|
if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no))
|
|
gotatarget = 1;
|
|
}*/
|
|
|
|
else if (IsMonster(client))
|
|
{
|
|
if (!Teammate(client.real_owner.team_no,scanner.real_owner.team_no))
|
|
gotatarget = 1;
|
|
}
|
|
////////////////////////////////////////////////////////////////////////
|
|
//else if (scanner.classname != "monster_army")
|
|
//gotatarget = 0;
|
|
//--- GRUNTY STUFF ---
|
|
/*else if (client.classname == "grenade" && client.netname == "land_mine")
|
|
{
|
|
if (!Teammate(client.owner.team_no,scanner.real_owner.team_no))
|
|
gotatarget = 1;
|
|
}
|
|
else if (!Teammate(client.team_no, scanner.real_owner.team_no))
|
|
{ // && client.classname != "building_sentrygun_base"
|
|
if (IsOffenseBuilding(client)) // for teslas isoffensiveb only returns true if not cloaked
|
|
gotatarget = 1;
|
|
}*/
|
|
|
|
}
|
|
if (gotatarget)
|
|
return client;
|
|
|
|
client = client.chain;
|
|
}
|
|
return scanner;
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
===========
|
|
FindTarget
|
|
|
|
Self is currently not attacking anything, so try to find a target
|
|
|
|
Returns TRUE if an enemy was sighted
|
|
|
|
When a player fires a missile, the point of impact becomes a fakeplayer so
|
|
that monsters that see the impact will respond as if they had seen the
|
|
player.
|
|
|
|
To avoid spending too much time, only a single client (or fakeclient) is
|
|
checked each frame. This means multi player games will have slightly
|
|
slower noticing monsters.
|
|
============
|
|
*/
|
|
float() FindTarget =
|
|
{
|
|
local entity client;
|
|
|
|
// if the first spawnflag bit is set, the monster will only wake up on
|
|
// really seeing the player, not another monster getting angry
|
|
|
|
// spawnflags & 3 is a big hack, because zombie crucified used the first
|
|
// spawn flag prior to the ambush flag, and I forgot about it, so the second
|
|
// spawn flag works as well
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
/* if (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) )
|
|
{
|
|
client = sight_entity;
|
|
if (client.enemy == self.enemy)
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
client = checkclient ();
|
|
if (!client)
|
|
return FALSE; // current check entity isn't in PVS
|
|
} */
|
|
if (random() >= 0.6) // don't always look around to save processor power
|
|
return FALSE;
|
|
client = LookAround(self); // search for targets
|
|
|
|
if (client == self)
|
|
return FALSE;
|
|
|
|
if (client == self.enemy)
|
|
return FALSE;
|
|
|
|
if (!client) //- 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 = NIL;
|
|
return FALSE;
|
|
}
|
|
} */
|
|
|
|
FoundTarget ();
|
|
|
|
return TRUE;
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
void(float dist) ai_forward =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
if (self.tfstate & TFSTATE_TRANQUILISED)
|
|
walkmove (self.angles_y, (dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN))); //Tranq
|
|
else
|
|
walkmove (self.angles_y, dist);
|
|
|
|
};
|
|
|
|
void(float dist) ai_back =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
if (self.tfstate & TFSTATE_TRANQUILISED)
|
|
walkmove ( (self.angles_y+180), (dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN))); //Tranq
|
|
else
|
|
walkmove ( (self.angles_y+180), dist);
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_pain
|
|
|
|
stagger back a bit
|
|
=============
|
|
*/
|
|
void(float dist) ai_pain =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
if (self.tfstate & TFSTATE_TRANQUILISED)
|
|
ai_back(dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN)); //Tranq
|
|
else
|
|
ai_back (dist);
|
|
/*
|
|
local float away;
|
|
|
|
away = anglemod (vectoyaw (self.origin - self.enemy.origin)
|
|
+ 180*(random()- 0.5) );
|
|
|
|
walkmove (away, dist);
|
|
*/
|
|
};
|
|
|
|
/*
|
|
=============
|
|
ai_painforward
|
|
|
|
stagger back a bit
|
|
=============
|
|
*/
|
|
void(float dist) ai_painforward =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
if (self.tfstate & TFSTATE_TRANQUILISED)
|
|
walkmove (self.ideal_yaw, (dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN))); //Tranq
|
|
else
|
|
walkmove (self.ideal_yaw, dist);
|
|
|
|
};
|
|
|
|
/*
|
|
=============
|
|
ai_walk
|
|
|
|
The monster is walking it's beat
|
|
=============
|
|
*/
|
|
void(float dist) ai_walk =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
|
|
if (self.tfstate & TFSTATE_TRANQUILISED)
|
|
movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq
|
|
else
|
|
movedist = dist;
|
|
|
|
/*if (self.classname == "monster_dragon")
|
|
{
|
|
movetogoal (dist);
|
|
return;
|
|
}*/
|
|
|
|
// check for noticing a player
|
|
if (FindTarget ())
|
|
return;
|
|
|
|
if (self.tfstate & TFSTATE_TRANQUILISED)
|
|
movetogoal (dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN)); //Tranq
|
|
else
|
|
movetogoal (dist);
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_stand
|
|
|
|
The monster is staying in one place for a while, with slight angle turns
|
|
=============
|
|
*/
|
|
void() ai_stand =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
if (FindTarget ())
|
|
return;
|
|
|
|
if (time > self.pausetime)
|
|
{
|
|
self.th_walk ();
|
|
return;
|
|
}
|
|
|
|
// change angle slightly
|
|
|
|
};
|
|
|
|
/*
|
|
=============
|
|
ai_turn
|
|
|
|
don't move, but turn towards ideal_yaw
|
|
=============
|
|
*/
|
|
void() ai_turn =
|
|
{
|
|
if (FindTarget ())
|
|
return;
|
|
|
|
ChangeYaw ();
|
|
};
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
=============
|
|
ChooseTurn
|
|
=============
|
|
*/
|
|
void(vector dest3) ChooseTurn =
|
|
{
|
|
local vector dir, newdir;
|
|
|
|
dir = self.origin - dest3;
|
|
|
|
newdir_x = trace_plane_normal_y;
|
|
newdir_y = 0 - trace_plane_normal_x;
|
|
newdir_z = 0;
|
|
|
|
if (dir * newdir > 0)
|
|
{
|
|
dir_x = 0 - trace_plane_normal_y;
|
|
dir_y = trace_plane_normal_x;
|
|
}
|
|
else
|
|
{
|
|
dir_x = trace_plane_normal_y;
|
|
dir_y = 0 - trace_plane_normal_x;
|
|
}
|
|
|
|
dir_z = 0;
|
|
self.ideal_yaw = vectoyaw(dir);
|
|
};
|
|
|
|
/*
|
|
============
|
|
FacingIdeal
|
|
|
|
============
|
|
*/
|
|
float() FacingIdeal =
|
|
{
|
|
local float delta;
|
|
|
|
delta = anglemod(self.angles_y - self.ideal_yaw);
|
|
if (delta > 45 && delta < 315)
|
|
return FALSE;
|
|
return TRUE;
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
|
//WK Selective AIs -- only use demons for now
|
|
// SB and the other ones
|
|
float() DemonCheckAttack;
|
|
//float() SoldierCheckAttack;
|
|
float() ShamCheckAttack;
|
|
|
|
|
|
|
|
|
|
float() CheckAnyAttack =
|
|
{
|
|
if (!enemy_vis)
|
|
return FALSE;
|
|
if (self.classname == "monster_demon1")
|
|
return DemonCheckAttack ();
|
|
/* else if (self.classname == "monster_army")
|
|
return SoldierCheckAttack ();*/ //- OfN - already commented
|
|
else if (self.classname == "monster_wizard") ///////////////////////
|
|
return WizardCheckAttack ();
|
|
else if (self.classname == "monster_shambler")
|
|
return ShamCheckAttack ();
|
|
|
|
return CheckAttack ();
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run_melee
|
|
|
|
Turn and close until within an angle to launch a melee attack
|
|
=============
|
|
*/
|
|
void() ai_run_melee =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
self.ideal_yaw = enemy_yaw;
|
|
ChangeYaw ();
|
|
|
|
if (FacingIdeal())
|
|
{
|
|
self.th_melee ();
|
|
self.attack_state = AS_STRAIGHT;
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run_missile
|
|
|
|
Turn in place until within an angle to launch a missile attack
|
|
=============
|
|
*/
|
|
void() ai_run_missile =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
self.ideal_yaw = enemy_yaw;
|
|
ChangeYaw ();
|
|
if (FacingIdeal())
|
|
{
|
|
self.th_missile ();
|
|
self.attack_state = AS_STRAIGHT;
|
|
}
|
|
};
|
|
|
|
/*
|
|
=============
|
|
ai_run_fire
|
|
|
|
Turn in place until within an angle to launch a missile attack
|
|
=============
|
|
*/
|
|
void() ai_run_fire =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
self.ideal_yaw = enemy_yaw;
|
|
ChangeYaw ();
|
|
if (FacingIdeal())
|
|
{
|
|
self.th_fireball ();
|
|
self.attack_state = AS_STRAIGHT;
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run_slide
|
|
|
|
Strafe sideways, but stay at aproximately the same range
|
|
=============
|
|
*/
|
|
void() ai_run_slide =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
local float ofs;
|
|
|
|
self.ideal_yaw = enemy_yaw;
|
|
ChangeYaw ();
|
|
if (self.lefty)
|
|
ofs = 90;
|
|
else
|
|
ofs = -90;
|
|
|
|
if (walkmove (self.ideal_yaw + ofs, movedist))
|
|
return;
|
|
|
|
self.lefty = 1 - self.lefty;
|
|
|
|
walkmove (self.ideal_yaw - ofs, movedist);
|
|
};
|
|
|
|
|
|
/*
|
|
=============
|
|
ai_run
|
|
|
|
The monster has an enemy it is trying to kill
|
|
=============
|
|
*/
|
|
void(float dist) ai_run =
|
|
{
|
|
AI_Check_Contents(self); //CH check if in lava
|
|
|
|
if (self.tfstate & TFSTATE_TRANQUILISED)
|
|
movedist = dist * (AI_TRANQ_FACTOR_UP / AI_TRANQ_FACTOR_DN); //Tranq
|
|
else
|
|
movedist = dist;
|
|
|
|
if (infokey(NIL,"ceasefire")=="on") //CH
|
|
{
|
|
enemy_vis=FALSE;
|
|
self.enemy=NIL;
|
|
self.goalentity=NIL;
|
|
|
|
if (self.movetarget)
|
|
self.th_walk ();
|
|
else
|
|
self.th_stand ();
|
|
|
|
return;
|
|
}
|
|
|
|
// see if the enemy is dead
|
|
if (self.enemy.health <= 0 || self.enemy.has_disconnected)
|
|
{
|
|
self.enemy = NIL;
|
|
// 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 && random() < 0.010 && !visible2(self,self.enemy))
|
|
{
|
|
enemy_vis=FALSE;
|
|
|
|
self.enemy = NIL; // FindTarget ignores self.enemy, duh (fixes stuck monsters)
|
|
|
|
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) //CH only for demons.. GR why?
|
|
{
|
|
//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...
|
|
};
|
|
|
|
|