prozac-qfcc/ai.qc
Bill Currie a365e00b22 <Grievre> lemme see... fixes: stuck shamblers, cheat teslas, camming and
sensing
<Grievre> give mirvs the right death message, make them a little weaker and
more spread out
<Grievre> increased damage done by exp body... fixes not being able to use
airfist if you have daedalus or lg with no cells
<Grievre> made it so missing judo = you can't fire for 1.5 seconds, also
judo doesn't always work, less chance of it working a) if they're facing
you b) if they have knife, judo, or close combat
<Grievre> you lose speed the more armor you have (so upgraded people can
buy cougar and cheetah now)
<Grievre> attempted to fix the respawn guard not telefragging bug (if it
was still there)
<Grievre> made it so you can tell a shambler to come, stop, or patrol even
if it is fighting someone, doesn't really work most of the time but can
"wake up" your shambler if it's being screwy
<Grievre> (works for all demons)
<Grievre> made it so a monster goes back to what it was doing before
(following you, patrolling etc) once it's done with its enemy
<Grievre> made the sniper rifle less cheap (or tried to), charging now =
more accuracy, rather than more damage. OTR now does slightly less damage
than regular, but isn't blocked by armor as much.
<Grievre> autorifle now has half the rate of fire but does same damage as
sniper rifle, but less accurate
<Grievre> headshots always ignore armor if target has green armor, legshots
always ignore armor except for red
<Grievre> added bshams and shambler kings (can be disabled with infokeys)
<Grievre> increased max knife blood to 32
<Grievre> made it so airfist bounces gymnasts twice as much, and bounces
everyone a little more (I think), may cause stuck bugs but I think it
won't. airfist does half damage to gymnasts and slightly more to hwguys
<Grievre> made shamblers a little smarter and more powerful in general
<Grievre> they now attack buildings (only bshams/kings) if they are
attacked by them first
<Grievre> bsham/king fireball now sets things on fire
<Grievre> shamblers will generally attack the person who last hit them
<Grievre> shortened judoka range (they have the old range if they get close
combat
<Grievre> shamblers will cycle the left-right slash or fireball longer than
they did (but they won't keep doing it if their enemy is not visible)
<Grievre> fixed shambler fireball so it doesn't miss and hurt itself so
much
<Grievre> #define OLD_AUTORIFLE
<Grievre> will go to the old behavior of the auto rifle
<Grievre> I think that's it
<Grievre> oh, I changed the intro message and version string a little, you
might want to change that
2003-11-12 04:58:19 +00:00

1278 lines
31 KiB
C++

#include "defs.qh"
#include "ai.qh"
void() movetarget_f;
void() t_movetarget;
//WK Selective AIs
#ifdef COOP_MODE
void() knight_walk1;
void() knight_bow6;
void() knight_bow1;
void() demon1_fire1;
#endif
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
//- OfN -
float() WizardCheckAttack;
float(entity thing) IsMonsterNonArmy;
void(entity themonster) KillTheMonster;
string(entity themonster) GetMonsterName;
void (entity themonster) PutMonsterStand;
float(entity thebuilding) IsOffenseBuilding;
void (entity themonster) PutMonsterWalk;
float() CheckAttack;
void() custom_demon_die;
void() custom_shambler_die;
void() custom_grunt_die;
void() wiz_die;
/*
.enemy
Will be NIL if not currently angry at anyone.
.movetarget
The next path spot to walk toward. If .enemy, ignore .movetarget.
When an enemy is killed, the monster will try to return to it's path.
.hunt_time
Set to time + something when the player is in sight, but movement straight for
him is blocked. This causes the monster to use wall following code for
movement direction instead of sighting on the player.
.ideal_yaw
A yaw angle of the intended direction, which will be turned towards at up
to 45 deg / state. If the enemy is in view and hunt_time is not active,
this will be the exact line towards the enemy.
.pausetime
A monster will leave it's stand state and head towards it's .movetarget when
time > .pausetime.
walkmove(angle, speed) primitive is all or nothing
*/
//
// globals
//
float current_yaw;
float enemy_yaw, enemy_vis;
float enemy_infront, enemy_range;
//
// when a monster becomes angry at a player, that monster will be used
// as the sight target the next frame so that monsters near that one
// will wake up even if they wouldn't have noticed the player
//
entity sight_entity;
float sight_entity_time;
float(float v) anglemod =
{
while (v >= 360)
v = v - 360;
while (v < 0)
v = v + 360;
return v;
};
void(entity test) AI_Check_Contents =
{
if (test.solid != SOLID_SLIDEBOX)
{
bprint(PRINT_HIGH, "CRAZY! AI_Check_Contents, test.solid=");
bprint(PRINT_HIGH, ftos(test.solid));
bprint(PRINT_HIGH, "\n");
}
if (test.movetype != MOVETYPE_TOSS && test.movetype != MOVETYPE_STEP)
{
bprint(PRINT_HIGH, "CRAZY! AI_Check_Contents, test.movetype=");
bprint(PRINT_HIGH, ftos(test.movetype));
bprint(PRINT_HIGH, "\n");
}
//CH demons (and other ai) can be hurt by liquids //- OfN completely changed!
if (pointcontents(test.origin) == CONTENTS_EMPTY && IsMonsterNonArmy(self) && self.health < self.max_health)
{ // Heal it
if (self.dmgtime < time)
{
local float heal, rate;
heal = 3;
rate = 1.5;
if (self.classname=="monster_shambler")
{
heal = SHAMBLER_REGEN;
rate = SHAMBLER_REGRATE;
}
else if (self.classname=="monster_wizzard")
{
heal = SCRAG_REGEN;
rate = SCRAG_REGRATE;
}
else if (self.classname=="mosnter_demon1")
{
heal = FIEND_REGEN;
rate = FIEND_REGRATE;
}
if (self.is_malfunctioning)
{
heal = 0;
}
self.dmgtime = time + rate;
self.health = self.health + heal;//self.has_tesla - 2;
if (self.health > self.max_health)
self.health = self.max_health;
//T_Damage (self, NIL, NIL, 4*self.waterlevel);
//TF_T_Damage (self, NIL, NIL, 5, 0, TF_TD_ELECTRICITY);
}
}
if (pointcontents(test.origin) == CONTENTS_LAVA)
{ // do damage
if (self.dmgtime < time)
{
self.dmgtime = time + 1;
// Asbestos armor helps against lava, but I doubt it'll save you :)
//TF_T_Damage (self, NIL, NIL, 25, 0, TF_TD_FIRE);
if (IsMonster(self))
{
local string MName;
MName = GetMonsterName(self);
if (self.ltime > time - 4) //- OfN - if it felt just after summon
{
local float r;
r=random();
if (r<0.4)
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM," throws his ");
bprint(PRINT_MEDIUM,MName);
bprint(PRINT_MEDIUM," to the lava\n");
}
else
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM," realizes now why lava isn't the best place to put his ");
bprint(PRINT_MEDIUM,MName);
bprint(PRINT_MEDIUM,"\n");
}
}
else
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM,"'s ");
bprint(PRINT_MEDIUM,MName);
bprint(PRINT_MEDIUM," burned into the lava\n");
}
self.health = -1;
KillTheMonster(self);
}
}
}
else if (pointcontents(test.origin) == CONTENTS_SLIME)
{ // do damage
if (self.dmgtime < time)
{
self.dmgtime = time + 1;
//T_Damage (self, NIL, NIL, 4*self.waterlevel);
//TF_T_Damage (self, NIL, NIL, 5, 0, TF_TD_ELECTRICITY);
if (IsMonster(self))
{
local string MName;
MName = GetMonsterName(self);
if (self.ltime > time - 4) //- OfN - if it felt just after summon
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM," throws his ");
bprint(PRINT_MEDIUM,MName);
bprint(PRINT_MEDIUM," to the slime\n");
}
else
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM,"'s ");
bprint(PRINT_MEDIUM,MName);
bprint(PRINT_MEDIUM," died into the slime\n");
}
self.health = -1;
KillTheMonster(self);
}
}
}
/* WK Removed because water is ok for monsters, sheesh
Whatever you think, ceaf it is. */
//- OfN - what the fuck means "ceaf"? heh
else if (pointcontents(test.origin) == CONTENTS_WATER && allow_watermonsters == FALSE)
{
if (self.classname == "monster_demon1")
{ // do damage
if (self.dmgtime < time)
{
// self.dmgtime = time + 1;
//T_Damage (self, NIL, NIL, 4*self.waterlevel);
//TF_T_Damage (self, NIL, NIL, (self.health - 1), 0, TF_TD_IGNOREARMOUR);
//self.think = custom_demon_die;
//self.nextthink=time+0.1;
if (self.ltime > time - 4) //- OfN - if it felt after summon
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM," enjoys throwing his demon to the water\n");
}
else
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM,"'s demon touches the water and dies\n");
}
self.health = -1;
custom_demon_die();
}
}
else if (self.classname == "monster_army")
{ // do damage
if (self.dmgtime < time)
{
// self.dmgtime = time + 1;
//T_Damage (self, NIL, NIL, 4*self.waterlevel);
//TF_T_Damage (self, NIL, NIL, (self.health - 1), 0, TF_TD_IGNOREARMOUR);
if (self.ltime > time - 4) //- OfN - if it felt just after summon
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM," teleports his soldier to the water\n");
self.waterlevel = 3;
}
else
{
bprint(PRINT_MEDIUM,"Unfortunately, ");
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM,"'s soldier didn't learn to swim when he was a kid\n");
self.waterlevel = 3;
}
self.health = -1; //nomore soldiers in water
custom_grunt_die();
}
}
else if (self.classname == "monster_shambler")
{ // do damage
if (self.dmgtime < time)
{
// self.dmgtime = time + 1;
//T_Damage (self, NIL, NIL, 4*self.waterlevel);
//TF_T_Damage (self, NIL, NIL, (self.health - 1), 0, TF_TD_IGNOREARMOUR);
self.think = custom_shambler_die;
self.nextthink=time+0.1;
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM,"'s shambler is too fat to swim\n");
self.health = -1;
custom_shambler_die();
}
}
/*else if (self.classname == "monster_wizard") //- OfN - they can stay in water now
{ // do damage
if (self.dmgtime < time)
{
// self.dmgtime = time + 1;
//T_Damage (self, NIL, NIL, 4*self.waterlevel);
//TF_T_Damage (self, NIL, NIL, (self.health - 1), 0, TF_TD_IGNOREARMOUR);
self.think = wiz_die;
self.nextthink=time+0.1;
if (self.ltime > time - 5) //- OfN - if it felt after summon
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM," learns that water is a bad place to summon\n");
//self.has_holo=666;
}
else
{
bprint(PRINT_MEDIUM,self.real_owner.netname);
bprint(PRINT_MEDIUM,"'s scrag touches water and dies\n");
}
}
}*/
}
};
/*
==============================================================================
MOVETARGET CODE
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
targetname
must be present. The name of this movetarget.
target
the next spot to move to. If not present, stop here for good.
pausetime
The number of seconds to spend standing or bowing for path_stand or path_bow
==============================================================================
*/
void() movetarget_f =
{
if (!self.targetname)
objerror ("monster_movetarget: no targetname");
self.solid = SOLID_TRIGGER;
self.touch = t_movetarget;
setsize (self, '-8 -8 -8', '8 8 8');
};
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
Monsters will continue walking towards the next target corner.
*/
void() path_corner =
{
if (CheckExistence() == FALSE)
{
dremove(self);
return;
}
movetarget_f ();
};
/*
=============
t_movetarget
Something has bumped into a movetarget. If it is a monster
moving towards it, change the next destination and continue.
==============
*/
void() t_movetarget =
{
local entity temp;
if (other.movetarget != self)
return;
if (other.enemy)
return; // fighting, not following a path
temp = self;
self = other;
other = temp;
if (self.classname == "monster_ogre")
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
//RPrint ("t_movetarget\n");
self.goalentity = self.movetarget = find (NIL, targetname, other.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if (!self.movetarget)
{
self.pausetime = time + 999999;
self.th_stand ();
return;
}
};
//============================================================================
/*
=============
range
returns the range catagorization of an entity reletive to self
0 melee range, will become hostile even if back is turned
1 visibility and infront, or visibility and show hostile
2 infront and show hostile
3 only triggered by damage
=============
*/
float(entity targ) range =
{
local vector spot1, spot2;
local float r;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
r = vlen (spot1 - spot2);
if (r < 120)
return RANGE_MELEE;
if (r < 500)
return RANGE_NEAR;
if (r < 1000)
return RANGE_MID;
return RANGE_FAR;
};
float (entity targ) visible;
/*
=============
infront
returns 1 if the entity is in front (in sight) of self
=============
*/
float(entity targ) infront =
{
local vector vec;
local float dot;
makevectors (self.angles);
vec = normalize (targ.origin - self.origin);
dot = vec * v_forward;
if ( dot > 0.3)
{
return TRUE;
}
return FALSE;
};
//============================================================================
/*
===========
ChangeYaw
Turns towards self.ideal_yaw at self.yaw_speed
Sets the global variable current_yaw
Called every 0.1 sec by monsters
============
*/
/*
void() ChangeYaw =
{
local float ideal, move;
//current_yaw = self.ideal_yaw;
// mod down the current angle
current_yaw = anglemod( self.angles_y );
ideal = self.ideal_yaw;
if (current_yaw == ideal)
return;
move = ideal - current_yaw;
if (ideal > current_yaw)
{
if (move > 180)
move = move - 360;
}
else
{
if (move < -180)
move = move + 360;
}
if (move > 0)
{
if (move > self.yaw_speed)
move = self.yaw_speed;
}
else
{
if (move < 0-self.yaw_speed )
move = 0-self.yaw_speed;
}
current_yaw = anglemod (current_yaw + move);
self.angles_y = current_yaw;
};
*/
//============================================================================
void() HuntTarget =
{
self.goalentity = self.enemy;
self.think = self.th_run;
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.nextthink = time + 0.1;
SUB_AttackFinished (1); // wait a while before first attack
};
void() SightSound =
{
local float rsnd;
if (self.classname == "monster_ogre")
sound (self, CHAN_VOICE, "ogre/ogwake.wav", 1, ATTN_NORM);
else if (self.classname == "monster_knight")
sound (self, CHAN_VOICE, "knight/ksight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_shambler")
sound (self, CHAN_VOICE, "shambler/ssight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_demon1")
sound (self, CHAN_VOICE, "demon/sight2.wav", 1, ATTN_NORM);
else if (self.classname == "monster_wizard")
sound (self, CHAN_VOICE, "wizard/wsight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_zombie")
sound (self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_NORM);
else if (self.classname == "monster_dog")
sound (self, CHAN_VOICE, "dog/dsight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_hell_knight")
sound (self, CHAN_VOICE, "hknight/sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_tarbaby")
sound (self, CHAN_VOICE, "blob/sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_vomit")
sound (self, CHAN_VOICE, "vomitus/v_sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_enforcer")
{
rsnd = rint(random() * 3);
if (rsnd == 1)
sound (self, CHAN_VOICE, "enforcer/sight1.wav", 1, ATTN_NORM);
else if (rsnd == 2)
sound (self, CHAN_VOICE, "enforcer/sight2.wav", 1, ATTN_NORM);
else if (rsnd == 0)
sound (self, CHAN_VOICE, "enforcer/sight3.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "enforcer/sight4.wav", 1, ATTN_NORM);
}
else if (self.classname == "monster_army")
sound (self, CHAN_VOICE, "soldier/sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_shalrath")
sound (self, CHAN_VOICE, "shalrath/sight.wav", 1, ATTN_NORM);
};
void() FoundTarget =
{
/* if (self.enemy.classname == "player")
{ // let other monsters see this monster for a while
sight_entity = self;
sight_entity_time = time;
} */
//self.show_hostile = time + 1; // wake up other monsters
//- OfN- if (self.classname == "monster_demon1" || self.classname == "monster_shambler" || self.classname == "monster_wizard" )
if (IsMonsterNonArmy(self))
//- OfN - if (self.enemy.classname == "monster_demon1" || self.enemy.classname == "monster_shambler" || self.enemy.classname == "monster_wizard")
if (IsMonsterNonArmy(self.enemy))
//- OfN - if (self.enemy.enemy.classname != "monster_demon1" || self.enemy.enemy.classname != "monster_shambler" || self.enemy.enemy.classname != "monster_wizard")
if (!IsMonsterNonArmy(self.enemy.enemy))
{
self.enemy.enemy = self;
self.enemy.goalentity = self;
}
SightSound ();
HuntTarget ();
};
//- OfN LookAround for monsters - grunty uses another one in grunty.qc
entity (entity scanner) LookAround =
{
if (infokey(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...
};