/* * $Header: /H3/game/hcode/Ai.hc 114 9/25/97 12:15p Mgummelt $ */ void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage; /* .enemy Will be world if not currently angry at anyone. .pathcorner The next path spot to walk toward. If .enemy, ignore .pathcorner 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 .pathcorner when time > .pausetime. walkmove(angle, speed) primitive is all or nothing */ float ArcherCheckAttack (void); float MedusaCheckAttack (void); void()SetNextWaypoint; void()SpiderMeleeBegin; void()spider_onwall_wait; float(entity targ , entity from)infront_of_ent; void(entity proj)mezzo_choose_roll; void()hive_die; //void()check_climb; // // globals // float current_yaw; // // 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 // float sight_entity_time; float(float v) anglemod = { while (v >= 360) v = v - 360; while (v < 0) v = v + 360; return v; }; //============================================================================ /* ============= 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 = { vector spot1, spot2; float r,melee; if((self.solid==SOLID_BSP||self.solid==SOLID_TRIGGER)&&self.origin=='0 0 0') spot1=(self.absmax+self.absmin)*0.5; else spot1 = self.origin + self.view_ofs; if((targ.solid==SOLID_BSP||targ.solid==SOLID_TRIGGER)&&targ.origin=='0 0 0') spot2=(targ.absmax+targ.absmin)*0.5; else spot2 = targ.origin + targ.view_ofs; r = vlen (spot1 - spot2); if (self.classname=="monster_mummy") melee = 50; else melee = 100; if (r < melee) return RANGE_MELEE; if (r < 500) return RANGE_NEAR; if (r < 1000) return RANGE_MID; return RANGE_FAR; }; /* ============= visible2ent returns 1 if the entity is visible to self, even if not infront () ============= */ float visible2ent (entity targ, entity forent) { vector spot1, spot2; if((forent.solid==SOLID_BSP||forent.solid==SOLID_TRIGGER)&&forent.origin=='0 0 0') spot1=(forent.absmax+forent.absmin)*0.5; else spot1 = forent.origin + forent.view_ofs; if((targ.solid==SOLID_BSP||targ.solid==SOLID_TRIGGER)&&targ.origin=='0 0 0') spot2=(targ.absmax+targ.absmin)*0.5; else spot2 = targ.origin + targ.view_ofs; traceline (spot1, spot2, TRUE, forent); // see through other monsters if(trace_ent.thingtype>=THINGTYPE_WEBS) traceline (trace_endpos, spot2, TRUE, trace_ent); // else if (trace_inopen && trace_inwater)//FIXME? Translucent water? // return FALSE; // sight line crossed contents if (trace_fraction == 1) { if(forent.flags&FL_MONSTER) { if(visibility_good(targ,0.15 - skill/20)) return TRUE; } else return TRUE; } return FALSE; } /* ============= infront_of_ent returns 1 if the targ is in front (in sight) of from ============= */ float infront_of_ent (entity targ , entity from) { vector vec,spot1,spot2; float accept,dot; if(from.classname=="player") makevectors (from.v_angle); /* else if(from.classname=="monster_medusa") makevectors (from.angles+from.angle_ofs); */ else makevectors (from.angles); if((from.solid==SOLID_BSP||from.solid==SOLID_TRIGGER)&&from.origin=='0 0 0') spot1=(from.absmax+from.absmin)*0.5; else spot1 = from.origin + from.view_ofs; spot2=(targ.absmax+targ.absmin)*0.5; vec = normalize (spot2 - spot1); dot = vec * v_forward; accept = 0.3; if ( dot > accept) return TRUE; return FALSE; } /* ============= visible returns 1 if the entity is visible to self, even if not infront () ============= */ float visible (entity targ) { return visible2ent(targ,self); } /* ============= infront returns 1 if the entity is in front (in sight) of self ============= */ float infront (entity targ) { return infront_of_ent(targ,self); } //============================================================================ /* =========== 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 () { 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; if(self.spawnflags&PLAY_DEAD) { // dprint("getting up!!!\n"); self.think=self.th_possum_up; self.spawnflags(-)PLAY_DEAD; } else self.think = self.th_run; // self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin); thinktime self : 0.1; // SUB_AttackFinished (1); // wait a while before first attack }; void SightSound (void) { if (self.classname == "monster_archer") sound (self, CHAN_VOICE, "archer/sight.wav", 1, ATTN_NORM); else if (self.classname == "monster_archer_lord") sound (self, CHAN_VOICE, "archer/sight2.wav", 1, ATTN_NORM); else if (self.classname == "monster_mummy") sound (self, CHAN_WEAPON, "mummy/sight.wav", 1, ATTN_NORM); else if (self.classname == "monster_mummy_lord") sound (self, CHAN_WEAPON, "mummy/sight2.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 + 1; } self.show_hostile = time + 1; // wake up other monsters SightSound (); HuntTarget (); }; /* =========== 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(float dont_hunt) FindTarget = { entity client; float r; // 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 if(!deathmatch&&(self.classname=="monster_imp_lord"||self.classname=="cube_of_force")) return FindMonsterTarget(); if (sight_entity_time >= time&&sight_entity!=world) { 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 (client == self.enemy) return FALSE; if (client.flags & FL_NOTARGET) return FALSE; r = range (client); if (r == RANGE_FAR) return FALSE; if(!visibility_good(client,5)) { // dprint("Monster has low visibility on "); // dprint(client.netname); // dprintf("(%s)\n",client.visibility); return FALSE; } if(self.think!=spider_onwall_wait) if (r == RANGE_NEAR) { if (client.show_hostile < time && !infront (client)) return FALSE; } else if (r == RANGE_MID) { if (!infront (client)) return FALSE; } if (!visible (client)) return FALSE; // // got one // self.enemy = client; if (self.enemy.classname != "player") { self.enemy = self.enemy.enemy; if (self.enemy.classname != "player") { self.enemy = world; return FALSE; } } /* if(self.spawnflags&PLAY_DEAD) { if(r==RANGE_MELEE) { if(!dont_hunt) FoundTarget (); return TRUE; } else if(!infront_of_ent(self,self.enemy)&&random()<0.1&&random()<0.1) { if(!dont_hunt) FoundTarget (); return TRUE; } else { self.enemy=world; return FALSE; } } */ if(!dont_hunt) FoundTarget (); return TRUE; }; void()SpiderJumpBegin; //============================================================================= void(float dist) ai_forward = { walkmove (self.angles_y, dist, FALSE); }; void(float dist) ai_back = { walkmove ( (self.angles_y+180), dist, FALSE); }; /* ============= ai_pain stagger back a bit ============= */ void(float dist) ai_pain = { // ai_back (dist); float away; away = vectoyaw (self.origin - self.enemy.origin)+90*random(0.5,-0.5); walkmove (away, dist,FALSE); }; /* ============= ai_painforward stagger back a bit ============= */ void(float dist) ai_painforward = { walkmove (self.ideal_yaw, dist, FALSE); }; /* ============= ai_walk The monster is walking it's beat ============= */ void(float dist) ai_walk = { MonsterCheckContents(); movedist = dist; // check for noticing a player if (FindTarget (FALSE)) return; movetogoal (dist); }; /* ============= ai_stand The monster is staying in one place for a while, with slight angle turns ============= */ void() ai_stand = { MonsterCheckContents(); if (FindTarget (FALSE)) return; if(self.spawnflags&PLAY_DEAD) 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 (FALSE)) 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 Within angle to launch attack? ============ */ float() FacingIdeal = { local float delta; delta = anglemod(self.angles_y - self.ideal_yaw); if (delta > 45 && delta < 315) return FALSE; return TRUE; }; //============================================================================= float() CheckAnyAttack = { if (self.model=="models/medusa.mdl"||self.model=="models/medusa2.mdl") return(MedusaCheckAttack ()); if (!enemy_vis) return FALSE; if (self.model=="models/archer.mdl") return(ArcherCheckAttack ()); if(self.goalentity==self.controller) return FALSE; return CheckAttack (); }; /* ============= ai_attack_face Turn in place until within an angle to launch an attack ============= */ void() ai_attack_face = { self.ideal_yaw = enemy_yaw; ChangeYaw (); if (FacingIdeal()) // Ready to go get em { if (self.attack_state == AS_MISSILE) self.th_missile (); else if (self.attack_state == AS_MELEE) self.th_melee (); self.attack_state = AS_STRAIGHT; } }; /* ============= ai_run_slide Strafe sideways, but stay at aproximately the same range ============= */ void ai_run_slide () { float ofs; self.ideal_yaw = enemy_yaw; ChangeYaw (); if (self.lefty) ofs = 90; else ofs = -90; if (walkmove (self.ideal_yaw + ofs, movedist, FALSE)) return; self.lefty = 1 - self.lefty; walkmove (self.ideal_yaw - ofs, movedist, FALSE); } /* ============= ai_run The monster has an enemy it is trying to kill ============= */ void(float dist) ai_run = { MonsterCheckContents(); movedist = dist; // see if the enemy is dead if (!self.enemy.flags2&FL_ALIVE||(self.enemy.artifact_active&ARTFLAG_STONED&&self.classname!="monster_medusa")) { self.enemy = world; // FIXME: look all around for other targets if (self.oldenemy.health > 0) { self.enemy = self.oldenemy; HuntTarget (); } else if(coop) { if(!FindTarget(TRUE)) //Look for other enemies in the area { if (self.pathentity) self.th_walk (); else self.th_stand (); return; } } else { if (self.pathentity) 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 + 5; if(self.mintel) { self.goalentity=self.enemy; self.wallspot=(self.enemy.absmin+self.enemy.absmax)*0.5; } } else { if(coop) { if(!FindTarget(TRUE)) if(self.model=="models/spider.mdl") { if(random()<0.5) SetNextWaypoint(); } else SetNextWaypoint(); } if(self.mintel) if(self.model=="models/spider.mdl") { if(random()<0.5) SetNextWaypoint(); } else SetNextWaypoint(); } if(random()<0.5&&(!self.flags&FL_SWIM)&&(!self.flags&FL_FLY)&&(self.spawnflags&JUMP)) CheckJump(); // look for other coop players if (coop && self.search_time < time) { if (FindTarget (FALSE)) return; } enemy_infront = infront(self.enemy); enemy_range = range(self.enemy); enemy_yaw = vectoyaw(self.goalentity.origin - self.origin); if ((self.attack_state == AS_MISSILE) || (self.attack_state == AS_MELEE)) // turning to attack { ai_attack_face (); return; } if (CheckAnyAttack ()) return; // beginning an attack if (self.attack_state == AS_SLIDING) { ai_run_slide (); return; } // head straight in // if(self.netname=="spider") // check_climb(); movetogoal (dist); // done in C code... }; void() monster_imp_fire; void() monster_imp_ice; void() monster_archer; void() monster_skull_wizard; void() monster_scorpion_black; void() monster_scorpion_yellow; void() monster_spider_red_large; void() monster_spider_red_small; void() monster_spider_yellow_large; void() monster_spider_yellow_small; void(vector org, entity death_owner) spawn_tdeath; void spawnspot_activate (void) { self.deadflag=FALSE;//it's that simple! } float monster_spawn_precache (void) { float have_monsters; if (self.spawnflags & IMP) { precache_model3 ("models/imp.mdl"); precache_model3 ("models/h_imp.mdl");//empty for now precache_sound3("imp/up.wav"); precache_sound3("imp/die.wav"); precache_sound3("imp/swoop.wav"); precache_sound3("imp/fly.wav"); precache_model3 ("models/shardice.mdl"); precache_model ("models/fireball.mdl"); precache_sound3("imp/swoophit.wav"); precache_sound3("imp/fireball.wav"); precache_sound3("imp/shard.wav"); precache_sound("hydra/turn-s.wav"); have_monsters=TRUE; } if (self.spawnflags & ARCHER) { precache_archer(); have_monsters=TRUE; } if (self.spawnflags & WIZARD) { precache_model("models/skullwiz.mdl"); precache_model("models/skulbook.mdl"); precache_model("models/skulhead.mdl"); precache_model("models/skulshot.mdl"); precache_model("models/spider.mdl"); precache_sound("skullwiz/death.wav"); precache_sound("skullwiz/blinkspk.wav"); precache_sound("skullwiz/growl.wav"); precache_sound("skullwiz/scream.wav"); precache_sound("skullwiz/pain.wav"); precache_sound("skullwiz/gate.wav"); precache_sound("skullwiz/blinkin.wav"); precache_sound("skullwiz/blinkout.wav"); precache_sound("skullwiz/push.wav"); precache_sound("skullwiz/firemisl.wav"); precache_spider(); have_monsters=TRUE; } if (self.spawnflags & SCORPION) { precache_model2("models/scorpion.mdl"); precache_sound2("scorpion/awaken.wav"); precache_sound2("scorpion/walk.wav"); precache_sound2("scorpion/clawsnap.wav"); precache_sound2("scorpion/tailwhip.wav"); precache_sound2("scorpion/pain.wav"); precache_sound2("scorpion/death.wav"); have_monsters=TRUE; } if(self.spawnflags & SPIDER) { precache_spider(); have_monsters=TRUE; } return have_monsters; } float check_monsterspawn_ok (void) { vector org; if(self.spawnername) { entity findspot; float foundspot,founddead; //FIXME: have it chain them at spawning and do a self.controller=self.controller.chain; findspot=find(self.controller,netname,self.netname); while(!foundspot) { //Warning! If you forget to put spawnspots and you give the spawner //a spawnername string, it will go into an infinite loop and the Universe //will cease to exist! if(findspot.spawnername==self.spawnername) { if(findspot.aflag==self.level+1) if(findspot.deadflag) { founddead=TRUE; self.level=findspot.aflag; } else foundspot=TRUE; // Oops! doesn't automatically loop if(findspot==self.controller) // if(findspot==world) if(self.level==0) if(founddead)//found some, but they're not active yet return FALSE; else { remove(self); return FALSE; } else self.level=0; } if(!foundspot) findspot=find(findspot,netname,self.netname); } self.level=findspot.aflag; self.controller=findspot; org=findspot.origin; } else org=self.origin; if(self.controller.spawnflags&ONDEATH&&(self.controller.goalentity.flags2&FL_ALIVE)) return FALSE; tracearea(org,org,self.mins,self.maxs,FALSE,self); newmis = spawn(); if(trace_fraction<1) if(trace_ent.flags2&FL_ALIVE) { remove(newmis); return FALSE; } else spawn_tdeath(trace_ent.origin,newmis); newmis.angles = self.angles; newmis.flags2+=FL_SUMMONED; // newmis.spawnflags=NO_DROP; float foundthink,rnd; while(!foundthink) { rnd=rint(random(1,5)); rnd=byte_me(rnd); if(self.controller.spawnflags&rnd) foundthink=TRUE; } if (rnd==IMP) { if(random()<0.5) { newmis.classname = "monster_imp_ice"; newmis.think = monster_imp_ice; } else { newmis.classname = "monster_imp_fire"; newmis.think = monster_imp_fire; } } else if (rnd==ARCHER) { newmis.classname = "monster_archer"; newmis.think = monster_archer; } else if (rnd==WIZARD) { newmis.classname = "monster_skull_wizard"; newmis.think = monster_skull_wizard; } else if (rnd==SCORPION) { if(random()<0.5) { newmis.classname = "monster_scorpion_black"; newmis.think = monster_scorpion_black; } else { newmis.classname = "monster_scorpion_yellow"; newmis.think = monster_scorpion_yellow; } } else//it must be a spider, baby! { rnd=rint(random(1,4)); if(rnd==4) { newmis.classname = "monster_spider_yellow_large"; newmis.think = monster_spider_yellow_large; } else if(rnd==3) { newmis.classname = "monster_spider_yellow_small"; newmis.think = monster_spider_yellow_small; } else if(rnd==2) { newmis.classname = "monster_spider_red_large"; newmis.think = monster_spider_red_large; } else { newmis.classname = "monster_spider_red_small"; newmis.think = monster_spider_red_small; } } self.controller.goalentity=newmis; setorigin(newmis,org); if(!self.controller.spawnflags&QUIET) spawn_tfog(org); newmis.nextthink = time; return TRUE; } void monsterspawn_active (void) { self.think=monsterspawn_active; if(check_monsterspawn_ok()) { self.controller.frags+=1; if(self.controller!=self) self.frags+=1; if(self.controller!=self) { self.controller.deadflag=TRUE; self.controller.think=self.controller.use; self.controller.nextthink=time+self.controller.wait; } if(self.controller.frags>=self.controller.cnt) remove(self.controller); if(self.frags>=self.cnt) remove(self); if(self.spawnflags&TRIGGERONLY) self.nextthink=-1; else self.nextthink=time+self.wait; } else if(self.spawnflags&TRIGGERONLY)//Don't keep trying self.nextthink=-1; else self.nextthink=time+0.1; } /*QUAKED func_monsterspawner (1 .8 0) (-16 -16 0) (16 16 56) IMP ARCHER WIZARD SCORPION SPIDER ONDEATH QUIET TRIGGERONLY If something is blocking the spawnspot, this will telefrag it as long as it's not a living entity (flags2&FL_ALIVE) You can set up as many spots as you want for it to spawn at and it will cycle between these. Make them classname func_monsterspawn_spot and their spawnername has to match this entity's spawnername. You can control the order in which they are used by setting thier aflag (1, 2, 3, etc- there is NO ZERO, that's for you designers!) You should give the spawner an aflag too if you want it's origin included in the cycle of spawning, but if there are no spawn spots (just a spawner), no aflag is needed anywhere. WARNING!!! If you forget to put spawnspots and you give the spawner a spawnername, it will go into an infinite loop and the Universe will cease to exist! If you only want monsters to spawn at the monster spawner origin, then don't worry about aflags or the spawnername, it will know... It's that cool. The Monsters will be spawned at the origin of the spawner (and/or spawnspots), so if you want them not to stick in the ground, put this above the ground some- maybe 24? Make sure there's enough room around it for the monsters. ONDEATH = only spawn the new monster after the last has died, defaults to FALSE (doesn't wait) TRIGGERONLY = Will only spawn a monster when it's been used by a trigger. The default is continous spawning. wait = time to wait after spawning a monster until the next monster is spawned, defaults to 0.5 seconds. If there are multiple spawn spots, this will be the time between cycles (default 0.5) cnt = number of monsters, max to spawn, defaults to 17 (no reason, just like that number!) If there are multiple spots, this should be the total off ALL the spots, including the spawner itself. aflag = order in the spawning cycle spawnername = spawnspots to look for- be sure to make spawnspots! targetname = not needed unless you plan to activate this with a trigger There will be a test on this on Thursday. Interns are NOT exempt. */ void func_monsterspawner (void) { if(!self.cnt) self.cnt=17; if(!self.wait) self.wait=0.5; self.netname="monsterspawn_spot"; if(self.spawnername) self.controller=world;//misleading name, this is the last spawnspot else self.controller=self; self.level=0;//Spawn cycle counter //setmodel(self,self.model); setsize(self,'-16 -16 0','16 16 56'); setorigin(self,self.origin); if(!monster_spawn_precache()&&!self.spawnername) { // dprint("You don't have any monsters assigned to me, and I have no spawnername!\n"); remove(self); } if(self.targetname) self.use=monsterspawn_active; else { self.think=monsterspawn_active; self.nextthink=time+3;//wait while map starts } } /*QUAKED func_monsterspawn_spot (1 .3 0) (-16 -16 0) (16 16 56) IMP ARCHER WIZARD SCORPION SPIDER ONDEATH QUIET All this does is mark where to spawn monsters for a spawn spot. You can set any monster type for each spawnspot. Just make the spawnername of this entity equal to the spawnername of the spawner and the spawner will cycle through all it's spawnspots in the world. If you don't set the aflag, the spawn spot will NOT be used. Note that if you set a trigger to activate this spawnspot, you can have it turn on and be included in the spawner's cycle, but you still always have to set the aflag. aflag = order in the spawning cycle, you MUST set this, or it's useless. cnt = number of monsters this spot will spawn, defaults to 17. spawnername = this HAS to match the spawner's spawnername! wait = how long the minimum interval should be between monster spawns for THIS spot. targetname = used if you want this to wait to be activated by a seperate trigger before being included in the spawning cycle. */ void func_monsterspawn_spot (void) { if(!self.aflag) { dprint("Ooo! You didn't include me in the spawn cycle! FIX ME!\n"); remove(self); } if(!self.cnt) self.cnt=17; self.netname="monsterspawn_spot"; if(!monster_spawn_precache()) { dprint("You didn't give me any monsters to spawn!!!\n"); remove(self); } //setmodel(self,self.model); setsize(self,'-16 -16 0','16 16 56'); setorigin(self,self.origin); if(self.targetname) self.deadflag=TRUE; else self.use=spawnspot_activate; } void hive_die(){} void spawn_ghost (entity attacker){}