hexen2-hw-hc/fight.hc

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1999-01-27 00:00:00 +00:00
/*
* $Header: /HexenWorld/HCode/FIGHT.hc 1 2/04/98 1:59p Rjohnson $
*/
/*
* A monster is in fight mode if it thinks it can effectively attack its enemy.
* When it decides it can't attack, it goes into hunt mode.
*/
float anglemod(float v);
void ChooseTurn(vector dest);
void ai_face();
float CheckMonsterAttack(float AttackType, float ChanceModifier);
float enemy_vis, enemy_infront, enemy_range;
float enemy_yaw;
float MAX_MELEE = 1;
float MAX_MISSILE = 2;
float MAX_BOTH = 3;
float MAX_FAR_MELEE = 4;
float MAX_SHORT_MISSILE = 8;
/*
* CheckAttack() -- The player is in view, so decide to move or launch an
* attack. Returns FALSE if movement should continue.
*/
float CheckAttack()
{
local vector spot1, spot2;
local entity targ;
local float chance;
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = (targ.absmin+targ.absmax)*0.5;
traceline (spot1, spot2, FALSE, self);
if(trace_ent.thingtype>=THINGTYPE_WEBS)
traceline (trace_endpos, spot2, FALSE, trace_ent);
if (trace_ent != targ)
if(trace_ent.health>25||!trace_ent.takedamage||(trace_ent.flags&FL_MONSTER&&trace_ent.classname!="player_sheep"))
return FALSE;//Don't have a clear shot, and don't want to shoot obstruction
//FIXME: check for translucent water?
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (enemy_range == RANGE_MELEE)
{ // melee attack
if (self.th_melee)
{
self.th_melee ();
return TRUE;
}
}
//FIXME: check for darkness, maybe won't fire, maybe aim will be off
// missile attack
if (!self.th_missile)
return FALSE;
if (time < self.attack_finished)
return FALSE;
if (enemy_range == RANGE_FAR)
return FALSE;
if (enemy_range == RANGE_MELEE)
{
chance = 0.9;
self.attack_finished = 0;
}
else if (enemy_range == RANGE_NEAR)
{
if (self.th_melee)
chance = 0.2;
else
chance = 0.4;
}
else if (enemy_range == RANGE_MID)
{
if (self.th_melee)
chance = 0.05;
else
chance = 0.1;
}
else
chance = 0;
if (random () < chance)
{
self.th_missile ();
SUB_AttackFinished (random(0,2));
return TRUE;
}
return FALSE;
}
/*
* ai_face() -- Keep facing the enemy.
*/
void ai_face()
{
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
// self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ChangeYaw();
}
/*
* ai_charge() -- The monster is in a melee attack, so get as close as
* possible to .enemy.
*/
float visible(entity targ);
float infront(entity targ);
float range (entity targ);
void ai_charge(float d)
{
ai_face();
movetogoal(d); // done in C code...
}
void ai_charge_side()
{
local vector dtemp;
local float heading;
// aim to the left of the enemy for a flyby
// self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
ChangeYaw();
makevectors (self.angles);
dtemp = self.enemy.origin - 30*v_right;
heading = vectoyaw(dtemp - self.origin);
walkmove(heading, 20, FALSE);
}
/*
* ai_melee()
*/
void ai_melee()
{//Bad idea- doesn't care where around self player is!
vector org1,org2;
float ldmg;
if (!self.enemy)
return; // removed before stroke
org1=self.origin+self.proj_ofs;
org2=self.enemy.origin;
if(vlen(org2-org1)>60)
return;
traceline(org1,org2,FALSE,self);
if(trace_ent!=self.enemy)
{
org2=(self.enemy.absmin+self.enemy.absmax)*0.5;
traceline(org1,org2,FALSE,self);
}
if(!trace_ent.takedamage)
return;
if(self.model=="models/spider.mdl")
ldmg=random(self.scale*3);
else
ldmg = random(9);
T_Damage (trace_ent, self, self, ldmg);
}
/*
* ai_melee_side()
*/
void ai_melee_side()
{
local vector delta;
local float ldmg;
if (!self.enemy)
return; // removed before stroke
ai_charge_side();
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 60)
return;
if (!CanDamage (self.enemy, self))
return;
ldmg = random(9);
T_Damage (self.enemy, self, self, ldmg);
}