223 lines
4 KiB
C++
223 lines
4 KiB
C++
/*
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* $Header: /H3/game/hcode/FIGHT.hc 28 9/09/97 3:59p Mgummelt $
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*/
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/*
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* A monster is in fight mode if it thinks it can effectively attack its enemy.
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* When it decides it can't attack, it goes into hunt mode.
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*/
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float anglemod(float v);
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void ChooseTurn(vector dest);
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void ai_face();
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float CheckMonsterAttack(float AttackType, float ChanceModifier);
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float enemy_vis, enemy_infront, enemy_range;
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float enemy_yaw;
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float MAX_MELEE = 1;
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float MAX_MISSILE = 2;
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float MAX_BOTH = 3;
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float MAX_FAR_MELEE = 4;
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float MAX_SHORT_MISSILE = 8;
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/*
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* CheckAttack() -- The player is in view, so decide to move or launch an
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* attack. Returns FALSE if movement should continue.
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*/
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float CheckAttack()
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{
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local vector spot1, spot2;
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local entity targ;
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local float chance;
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targ = self.enemy;
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// see if any entities are in the way of the shot
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spot1 = self.origin + self.view_ofs;
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spot2 = (targ.absmin+targ.absmax)*0.5;
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traceline (spot1, spot2, FALSE, self);
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if(trace_ent.thingtype>=THINGTYPE_WEBS)
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traceline (trace_endpos, spot2, FALSE, trace_ent);
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if (trace_ent != targ)
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if(trace_ent.health>25||!trace_ent.takedamage||(trace_ent.flags&FL_MONSTER&&trace_ent.classname!="player_sheep"))
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return FALSE;//Don't have a clear shot, and don't want to shoot obstruction
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//FIXME: check for translucent water?
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if (trace_inopen && trace_inwater)
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return FALSE; // sight line crossed contents
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if (enemy_range == RANGE_MELEE)
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{ // melee attack
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if (self.th_melee)
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{
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self.th_melee ();
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return TRUE;
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}
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}
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//FIXME: check for darkness, maybe won't fire, maybe aim will be off
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// missile attack
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if (!self.th_missile)
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return FALSE;
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if (time < self.attack_finished)
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return FALSE;
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if (enemy_range == RANGE_FAR)
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return FALSE;
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if (enemy_range == RANGE_MELEE)
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{
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chance = 0.9;
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self.attack_finished = 0;
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}
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else if (enemy_range == RANGE_NEAR)
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{
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if (self.th_melee)
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chance = 0.2;
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else
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chance = 0.4;
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}
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else if (enemy_range == RANGE_MID)
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{
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if (self.th_melee)
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chance = 0.05;
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else
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chance = 0.1;
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}
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else
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chance = 0;
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if (random () < chance)
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{
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self.th_missile ();
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SUB_AttackFinished (random(0,2));
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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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* ai_face() -- Keep facing the enemy.
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*/
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void ai_face()
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{
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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// self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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ChangeYaw();
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}
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/*
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* ai_charge() -- The monster is in a melee attack, so get as close as
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* possible to .enemy.
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*/
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float visible(entity targ);
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float infront(entity targ);
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float range (entity targ);
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void ai_charge(float d)
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{
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ai_face();
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movetogoal(d); // done in C code...
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}
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void ai_charge_side()
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{
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local vector dtemp;
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local float heading;
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// aim to the left of the enemy for a flyby
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// self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
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self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
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ChangeYaw();
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makevectors (self.angles);
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dtemp = self.enemy.origin - 30*v_right;
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heading = vectoyaw(dtemp - self.origin);
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walkmove(heading, 20, FALSE);
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}
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/*
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* ai_melee()
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*/
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void ai_melee()
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{//Bad idea- doesn't care where around self player is!
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vector org1,org2;
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float ldmg;
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if (!self.enemy)
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return; // removed before stroke
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org1=self.origin+self.proj_ofs;
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org2=self.enemy.origin;
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if(vlen(org2-org1)>60)
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return;
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traceline(org1,org2,FALSE,self);
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if(trace_ent!=self.enemy)
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{
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org2=(self.enemy.absmin+self.enemy.absmax)*0.5;
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traceline(org1,org2,FALSE,self);
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}
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if(!trace_ent.takedamage)
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return;
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if(self.model=="models/spider.mdl")
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ldmg=random(self.scale*3);
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else
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ldmg = random(9);
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T_Damage (trace_ent, self, self, ldmg);
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}
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/*
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* ai_melee_side()
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*/
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void ai_melee_side()
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{
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local vector delta;
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local float ldmg;
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if (!self.enemy)
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return; // removed before stroke
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ai_charge_side();
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delta = self.enemy.origin - self.origin;
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if (vlen(delta) > 60)
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return;
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if (!CanDamage (self.enemy, self))
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return;
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ldmg = random(9);
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T_Damage (self.enemy, self, self, ldmg);
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}
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