1212 lines
30 KiB
C++
1212 lines
30 KiB
C++
/*
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==================================================================
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MG_AI.HC
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Michael Gummelt Artificial Intelligence Routines!!!
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US Patent# 2.56734376314532533 + E17
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Hoo-hah!
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==================================================================
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*/
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/*
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==============================================
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GENERAL
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==============================================
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*/
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/*
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=============
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get_visibility
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Checks for drf_translucent and abslight of an object,
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and uses that and it's world lighting value to set it's
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visibility value
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>=1 = Totally visible (default)
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.
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.
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.
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<=0 = Totally invisible
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This value should be used in monster aiming as well.
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NOTE: This only works on players since light_level info
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is taken from player's weaponmodel lighting (0-255)
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=============
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*/
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void get_visibility (entity targ , float range_mod)
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{
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//NOTE: incorporate distance?
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float base, divider, attack_mod;
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//FIXME: .light_level gives a value of 0 if MLS_POWERMODE is on...
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//Temp fix for now...
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if(targ.classname!="player"||targ.drawflags&MLS_POWERMODE)
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{
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targ.visibility=1;
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return;
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}
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if(targ.effects&EF_NODRAW)
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{
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targ.visibility=0;
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return;
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}
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if(targ.drawflags&DRF_TRANSLUCENT)
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{
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if(targ.model=="models/assassin.mdl")
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divider=3+targ.level;//Bonus for hiding in shadows
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else
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divider=3; //Makes it 3 times harder to see
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}
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else
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divider=1;
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if(targ.drawflags&MLS_ABSLIGHT)
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base=targ.abslight/2.5;
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else
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base=targ.light_level/75;//75 is semi-fullbright
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if(range_mod)
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range_mod=vlen(targ.origin-self.origin)/333;
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else
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range_mod = 1;
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if(targ.last_attack>time - 3)//Remember where they were when fired
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attack_mod=time - targ.last_attack;
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targ.visibility=base/divider/range_mod + attack_mod;
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}
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/*
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=============
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float visibility_good (entity targ,float chance_mod)
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MG
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Does a random check to see if self can see the target based
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it's visibility (calls get_visibility for that targ first)
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The higher the chance_mod, the lower the chance of
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good visibility.
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=============
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*/
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float visibility_good (entity targ,float chance_mod)
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{
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if(!targ)
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return FALSE;
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get_visibility(targ,TRUE);
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if(random(chance_mod)<targ.visibility)
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return TRUE;
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return FALSE;
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}
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/*
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=============
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float FindMonsterTarget ()
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MG
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Called by FindTarget, checks for anything alive and
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visible within range and sets it as enemy (as long as
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it's not the monster's controller, or has the same
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controller). Returns TRUE if it finds something,
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FALSE if not.
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=============
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*/
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float FindMonsterTarget ()
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{
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entity found;
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float okay;
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if(self.controller.enemy!=world)
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if(self.controller.enemy.flags2&FL_ALIVE)
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if(self.controller.enemy!=self)
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if(self.controller.enemy!=self.controller)
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if(visible(self.controller.enemy))
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{
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self.enemy=self.controller.enemy;
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return TRUE;
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}
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okay=FALSE;
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found=findradius(self.origin,1000);
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while(found!=world)
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{
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if(found.flags2&FL_ALIVE)
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if(found!=self)
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if(found!=self.controller)
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if(found.controller!=self.controller)
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if(visible(found))
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{
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if(coop)
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{
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if(found.classname!="player")
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okay = TRUE;
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}
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else if(teamplay)
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{
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if(found.team!=self.controller.team)
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okay = TRUE;
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}
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else
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okay = TRUE;
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if(okay)
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{
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self.enemy=found;
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return TRUE;
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}
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}
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found=found.chain;
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}
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if(self.classname=="monster_imp_lord")
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self.enemy=self.controller;
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return FALSE;
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}
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/*
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==================================================================
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float CheckJump()
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MG
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Checks to see if the enemy is not at the same level as monster
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or something is blocking the path of the monster. If there is
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a clear jump arc to the enemy and the monster will not land in
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water or lava, the monster will attampt to jump the distance.
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==================================================================
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*/
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float CheckJump ()
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{
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local vector spot1, spot2, jumpdir;
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float jump_height, jumpup, ignore_height;
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makevectors(self.angles);
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jumpdir=normalize(self.goalentity.origin-self.origin);
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jumpdir_z=0;
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jump_height=jumpdir*v_forward;
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if(jump_height<0.3)
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return FALSE;
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spot1=self.origin;
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spot2=self.enemy.origin;
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spot1_z=0;
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spot2_z=0;
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jump_height=16;
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if(pointcontents(spot1+v_forward*24-'0 0 10')!=CONTENT_SOLID)
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ignore_height=TRUE;
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if(self.classname!="monster_mezzoman"&&!self.spiderType)
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if(vlen(spot1-spot2)>256)
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ignore_height=FALSE;
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//also check to make sure you can't walkmove forward
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if(self.jump_flag>time) //Don't jump too many times in a row
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{
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// dprint("just jumped\n");
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return FALSE;
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}
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else if(pointcontents(self.goalentity.origin)!=CONTENT_EMPTY)
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{
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// dprint("goalentity in water or lava\n");
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return FALSE;
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}
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else if(!visible(self.goalentity))
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{
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// dprint("can't see goalentity\n");
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return FALSE;
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}
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else if(!ignore_height&&self.goalentity.absmin_z+36>=self.absmin_z&&self.think!=SpiderJumpBegin&&self.classname!="monster_mezzoman")
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{
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// dprint("not above goalentity, and not spider\n");
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return FALSE;
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}
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else if(!self.flags&FL_ONGROUND)
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{
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// dprint("not on ground\n");
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return FALSE;
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}
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else if(!self.goalentity.flags&FL_ONGROUND&&self.goalentity.classname!="waypoint")
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{
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// dprint("goalentity in air\n");
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return FALSE;
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}
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else if(!infront(self.goalentity))
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{
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// dprint("goalentity not in front\n");
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return FALSE;
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}
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else if(vlen(spot1-spot2)>777&&!ignore_height)
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{
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// dprint("too far away\n");
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return FALSE;
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}
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else if(vlen(spot1-spot2)<=100)//&&self.think!=SpiderMeleeBegin)
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{
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// dprint("too close & not spider\n");
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return FALSE;
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}
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if(self.think==SpiderJumpBegin)
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jump_height=vlen((self.goalentity.absmax+self.goalentity.absmin)*0.5-self.origin)/13;
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else if(self.classname=="monster_mezzoman")
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if(self.goalentity.absmin_z>=self.absmin_z+36)
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{
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jump_height=vlen((self.goalentity.absmax+self.goalentity.absmin)*0.5-self.origin)/13;
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jumpup=TRUE;
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}
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else if(self.goalentity.absmin_z>self.absmin_z - 36)
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{
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if(ignore_height)
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jump_height=vlen((self.goalentity.absmax+self.goalentity.absmin)*0.5-self.origin)/13;
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else
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// dprint("Mezzo: Goal not above and not below\n");
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return FALSE;
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}
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spot1=self.origin;
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spot1_z=self.absmax_z;
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spot2=spot1;
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spot2_z+=36;
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traceline(spot1, spot2,FALSE,self);
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if(trace_fraction<1)
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{
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// dprint("not enough room above\n");
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return FALSE;
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}
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if(!jumpup)
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{
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// spot1+=normalize(v_forward)*((self.maxs_x+self.maxs_y)*0.5);
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spot1+=jumpdir*((self.maxs_x+self.maxs_y)*0.5);
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traceline(self.origin, spot1 + '0 0 36',FALSE,self);
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if(trace_fraction<1)
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{
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// dprint("not enough room in front\n");
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return FALSE;
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}
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traceline(spot1,spot1+jumpdir*64 - '0 0 500',FALSE,self);
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if(pointcontents(trace_endpos)==CONTENT_WATER||pointcontents(trace_endpos)==CONTENT_SLIME||pointcontents(trace_endpos)==CONTENT_LAVA)
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{
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// dprint("won't jump in water\n");
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return FALSE;
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}
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}
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ai_face();
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// self.ideal_yaw=jumpdir_y;
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// ChangeYaw();
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if(self.think!=SpiderJumpBegin)
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{
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self.jump_flag=time + 7; //Only try to jump once every 7 seconds
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SightSound();
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if(!jumpup)
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{
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self.velocity=jumpdir*jump_height*17*self.scale;
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self.velocity_z = jump_height*12*self.scale;
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}
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else
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{
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self.velocity=jumpdir*jump_height*10*self.scale;
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self.velocity_z = jump_height*14*self.scale;
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}
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self.flags(-)FL_ONGROUND;
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if(self.th_jump)
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self.th_jump();
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else
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thinktime self : 0.3;
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}
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else
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{
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self.level=jump_height;
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return TRUE;
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}
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}
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/*
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====================================================================
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void MonsterCheckContents ()
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MG
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Monsters check to see if they're in lava or under water and
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do damage do themselves if appropriate.
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void do_contents_dam ()
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Just spawns a temporary ent to damage self, using T_Damage on
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self does weird stuff- won't kill self, just become invincible
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====================================================================
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*/
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void do_contents_dam ()
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{
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T_Damage(self.enemy,world,world,self.dmg);
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if(self.dmg==5)
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{
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self.classname="contents damager";
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setorigin(self,self.enemy.origin+self.enemy.view_ofs);
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// DeathBubbles(1);
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}
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remove(self);
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}
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void MonsterCheckContents ()
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{
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if(random()>0.3)
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return;
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if(pointcontents(self.origin)==CONTENT_LAVA)
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{
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if(self.flags&FL_FIREHEAL)
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{
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if(self.health<self.max_health)
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self.health+=1;
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}
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else
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{
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newmis=spawn();
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newmis.think=do_contents_dam;
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newmis.enemy=self;
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newmis.dmg=30;
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thinktime newmis : 0;
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}
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}
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if(self.movetype==MOVETYPE_SWIM||self.model=="models/skullwiz.mdl"||self.netname=="golem")
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return;
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if(pointcontents(self.origin+self.view_ofs)==CONTENT_WATER)
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{
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if(self.air_finished<time) //Start drowning
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{
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// dprint("drowning!\n");
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newmis=spawn();
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newmis.think=do_contents_dam;
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newmis.enemy=self;
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newmis.dmg=5;
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thinktime newmis : 0;
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}
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}
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else
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self.air_finished=time+12;
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}
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/*
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====================================================================
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void pitch_roll_for_slope (vector slope)
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(My personal favorite!)
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MG
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This will adjust the pitch and roll of a monster to match
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a given slope - if a non-'0 0 0' slope is passed, it will
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use that value, otherwise it will use the ground underneath
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the monster. If it doesn't find a surface, it does nothinh\g
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and returns.
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====================================================================
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*/
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void pitch_roll_for_slope (vector slope)
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{
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vector new_angles,new_angles2,old_forward,old_right;
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float dot,mod;
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makevectors(self.angles);
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old_forward=v_forward;
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old_right=v_right;
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if(slope=='0 0 0')
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{
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traceline(self.origin,self.origin-'0 0 300',TRUE,self);
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if(trace_fraction>0.05&&self.movetype==MOVETYPE_STEP)
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self.flags(-)FL_ONGROUND;
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if(trace_fraction==1)
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return;
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slope=trace_plane_normal;
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}
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new_angles=vectoangles(slope);
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new_angles_x=(90-new_angles_x)*-1;//Gets actual slope
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new_angles2='0 0 0';
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new_angles2_y=new_angles_y;
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makevectors(new_angles2);
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mod=v_forward*old_right;
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if(mod<0)
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mod=1;
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else
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mod=-1;
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dot=v_forward*old_forward;
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self.angles_x=dot*new_angles_x;
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self.angles_z=(1-fabs(dot))*new_angles_x*mod;
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}
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/*
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==============================================
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IMP
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==============================================
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*/
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/*
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================================================================
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checkenemy()
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Checks to see if enemy is of the same monstertype and old enemy
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is alive and visible. If so, changes back to it's last enemy.
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================================================================
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*/
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void checkenemy (void)
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{
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entity oldtarget;
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/* if(self.enemy==world)
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{
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if(!LocateTarget())
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{
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if(self.controller.classname=="player")
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self.enemy=self.controller;
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else
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{
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self.enemy=world;
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self.think=self.th_stand;
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}
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}
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self.goalentity=self.enemy;
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return;
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}
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*/
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if(self.enemy.classname=="player"&&self.enemy.flags2&FL_ALIVE&&self.enemy!=self.controller)
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return;
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if (!self.enemy.flags2&FL_ALIVE||self.enemy==self.controller)
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{
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if(self.controller.classname=="player")
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{
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self.enemy = self.controller;
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self.goalentity=self.enemy;
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}
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else
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self.enemy = world;
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if (self.oldenemy.flags2&FL_ALIVE)
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{
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self.enemy = self.oldenemy;
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self.goalentity = self.enemy;
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self.think = self.th_run;
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}
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else if(LocateTarget())
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{
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self.goalentity = self.enemy;
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self.think = self.th_run;
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}
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else
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{
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if(self.controller.classname=="player")
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self.goalentity=self.enemy=self.controller;
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else
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self.goalentity=self.enemy=world;
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if (self.pathentity)
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self.think=self.th_walk;
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else
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self.think=self.th_stand;
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}
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thinktime self : 0;
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return;
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}
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if(self.classname=="monster_imp_lord")
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return;
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if(self.oldenemy.classname=="player"&&(self.oldenemy.flags2&FL_ALIVE)&&visible(self.oldenemy))
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{
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if((self.model=="models/spider.mdl"||self.model=="models/scorpion.mdl")&&self.enemy.model==self.model)
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self.enemy=self.oldenemy;
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else
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{
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oldtarget=self.enemy;
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self.enemy=self.oldenemy;
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self.oldenemy=oldtarget;
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}
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self.goalentity=self.enemy;
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}
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}
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/*
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================================================================
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fov()
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Field-Of-View
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Returns TRUE if vector from entity "from" to entity "targ" is
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within "scope" degrees of entity "from"'s forward angle.
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================================================================
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*/
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float fov(entity targ,entity from,float scope)
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{
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vector spot1,spot2;
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float dot;
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spot1=from.origin+from.proj_ofs;
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spot2=(targ.absmin+targ.absmax)*0.5;
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if(from.classname=="player")
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makevectors(from.v_angle);
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else
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makevectors(from.angles);
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// scope=1 - (scope/180);//converts angles into %
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dot=normalize(spot2-spot1)*v_forward;
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dot=180 - (dot*180);
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// dprintf("FOV value : %s\n",dot);
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if(dot<=scope)
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return TRUE;
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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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check_pos_enemy()
|
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MG
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Checks to see if enemy is visible, if so, remember the spot for
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waypoints, else set your waypoint at the last spot you saw him.
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Also resets search_time timer if you see him.
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================================================================
|
|
*/
|
|
void check_pos_enemy ()
|
|
{
|
|
if(!self.mintel)
|
|
return;
|
|
|
|
if(!visible(self.enemy))
|
|
{
|
|
self.attack_state = AS_STRAIGHT;
|
|
SetNextWaypoint();
|
|
if(self.model=="models/imp.mdl") //Imps keep looking in general area for a while
|
|
if(self.search_time<time&&self.goalentity==self.enemy&&self.trigger_field.classname=="waypoint")
|
|
self.goalentity=self.trigger_field;
|
|
}
|
|
else
|
|
{
|
|
if(self.model=="models/imp.mdl")
|
|
self.search_time=time+5; //If lose sight, keep searching for 5 secs
|
|
self.goalentity=self.enemy;
|
|
self.wallspot=(self.enemy.absmin+self.enemy.absmax)*0.5;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================================================================
|
|
float clear_path (entity targ,float whole_body)
|
|
MG
|
|
returns TRUE if there is a clear shot or path between self
|
|
and "targ". "whole_body" TRUE will check for a path.
|
|
================================================================
|
|
*/
|
|
float clear_path (entity targ,float whole_body)
|
|
{
|
|
vector destiny,org;
|
|
destiny=targ.origin+targ.proj_ofs;
|
|
|
|
if(self.attack_state!=AS_FERRY)
|
|
self.attack_state = AS_STRAIGHT;
|
|
|
|
if(whole_body)
|
|
{
|
|
org=(self.absmin+self.absmax)*0.5;
|
|
// tracearea (org, destiny, '-16 -16 0','16 16 28',FALSE,self);
|
|
tracearea (org, destiny, self.mins,self.maxs,FALSE,self);
|
|
}
|
|
else
|
|
{
|
|
org=self.origin+self.proj_ofs;
|
|
traceline (org, destiny,FALSE,self);
|
|
}
|
|
|
|
if(!whole_body&&trace_ent.thingtype>=THINGTYPE_WEBS)
|
|
traceline (trace_endpos, destiny, FALSE, trace_ent);
|
|
|
|
if (trace_ent == targ)
|
|
return TRUE;
|
|
|
|
if(whole_body)
|
|
{
|
|
if(self.attack_state!=AS_FERRY)
|
|
self.attack_state = AS_SLIDING;
|
|
return FALSE;
|
|
}
|
|
|
|
if(trace_ent.health>25||!trace_ent.takedamage||(trace_ent.flags&FL_MONSTER&&trace_ent.classname!="player_sheep"))
|
|
{//Don't have a clear shot, and don't want to shoot obstruction
|
|
self.attack_state = AS_SLIDING;
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
================================================================
|
|
check_view(entity targ,vector org,vector dir,float dist,float interval)
|
|
MG
|
|
Will see if it can see the targ entity along the dir
|
|
given to it- used to determine which direction a monster
|
|
should move in to get a clear line of sight to the targ.
|
|
Returns the distance it took to see targ, FALSE if couldn't.
|
|
================================================================
|
|
*/
|
|
float check_view(entity targ,vector org,vector dir,float dist,float interval)
|
|
{
|
|
float dist_counter;
|
|
newmis=spawn();
|
|
dir=normalize(dir);
|
|
while(dist_counter<dist)
|
|
{
|
|
dist_counter+=interval;
|
|
setorigin(newmis,org+dir*dist_counter);
|
|
if(visible2ent(targ,newmis))
|
|
{
|
|
traceline (newmis.origin,(targ.absmin+targ.absmax)*0.5,FALSE,self);
|
|
if (trace_ent == targ)
|
|
{
|
|
remove(newmis);
|
|
return dist_counter;
|
|
}
|
|
}
|
|
}
|
|
remove(newmis);
|
|
return FALSE;
|
|
}
|
|
|
|
/*
|
|
================================================================
|
|
vector check_axis_move (vector checkdir,float minspeed,float maxspeed)
|
|
MG
|
|
Calls check_view for enemy along given vector, and if it
|
|
fails, checks again along opposite direction on that vector.
|
|
If check_view is successful, returns the vector*the distance
|
|
along that vector at which it found the goalentity, this
|
|
"speed" maxes out at "maxpeed" and is at least "minspeed".
|
|
Not used for waypoint or path navigation, only for going
|
|
after enemies.
|
|
================================================================
|
|
*/
|
|
vector check_axis_move (vector checkdir,float minspeed,float maxspeed)
|
|
{
|
|
float go_dist;
|
|
checkdir=normalize(checkdir);
|
|
if(random()<0.5)
|
|
checkdir=checkdir*-1;
|
|
go_dist=check_view(self.enemy,self.origin+self.view_ofs,checkdir,500,30);
|
|
if(!go_dist&&random()<0.5)
|
|
{
|
|
checkdir*=-1;
|
|
go_dist=check_view(self.enemy,self.origin+self.view_ofs,checkdir,500,30);
|
|
}
|
|
if(go_dist)
|
|
{
|
|
if(go_dist>maxspeed)
|
|
go_dist=maxspeed;
|
|
else if(go_dist<minspeed)
|
|
go_dist=minspeed;
|
|
checkdir=checkdir*go_dist;
|
|
return checkdir;
|
|
}
|
|
return '0 0 0';
|
|
}
|
|
|
|
/*
|
|
================================================================
|
|
float check_z_move(float maxdist)
|
|
MG
|
|
Intended for flying monsters, will try to move up if enemy
|
|
or goalentity is above monster, down if it is below. Uses
|
|
movestep, not velocity.
|
|
Will move a maximum step of "maxdist".
|
|
Returns FALSE if blocked, TRUE if movement completed.
|
|
================================================================
|
|
*/
|
|
float check_z_move(float maxdist)
|
|
{
|
|
float goaldist;
|
|
entity targ;
|
|
if(self.enemy!=world&&visible(self.enemy))
|
|
targ=self.enemy;
|
|
else if(self.goalentity!=world)
|
|
targ=self.goalentity;
|
|
else
|
|
return FALSE;
|
|
|
|
/*What does this do?
|
|
if(fabs(targ.origin_z-self.origin_z)<48&&!visible(targ))
|
|
return FALSE; //FIXME: Find an up or down
|
|
*/
|
|
|
|
if(targ.origin_z!=self.absmin_z)
|
|
{
|
|
goaldist=(targ.absmin_z+targ.absmax_z)*0.5-(self.absmax_z+self.absmin_z)*0.5;
|
|
maxdist=fabs(maxdist);
|
|
if(fabs(goaldist)>maxdist)
|
|
if(goaldist>0)
|
|
goaldist=maxdist;
|
|
else
|
|
goaldist=maxdist*-1;
|
|
if(!movestep(0,0,goaldist, FALSE))
|
|
return FALSE;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
MEDUSA
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
/*
|
|
============================================================
|
|
float lineofsight(entity targ, entity from)
|
|
MG
|
|
Traces a line along "from"'s view_ofs along v_forward and returns
|
|
VRAI if it hits targ, FAUX if not, mon ami.
|
|
============================================================
|
|
*/
|
|
float lineofsight(entity targ, entity from)
|
|
{
|
|
//FIXME: account for monster's lack of pitch if z diff
|
|
vector org,dir;
|
|
if(from.classname=="player")
|
|
makevectors(from.v_angle);
|
|
/* else if(from.classname=="monster_medusa")
|
|
makevectors(from.angles+from.angle_ofs);
|
|
*/ else
|
|
makevectors(from.angles);
|
|
|
|
org=from.origin+from.view_ofs;
|
|
|
|
dir=normalize(v_forward);
|
|
|
|
traceline(org, org+dir*1000,FALSE,from);
|
|
|
|
if(trace_ent!=targ)
|
|
return FALSE;
|
|
else
|
|
{
|
|
// dprint("Line of sight from ");
|
|
// dprint(from.classname);
|
|
// dprint(" to ");
|
|
// dprint(targ.classname);
|
|
// dprint(" confirmed\n");
|
|
return TRUE;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================================================================
|
|
|
|
EIDOLON
|
|
|
|
====================================================================
|
|
*/
|
|
|
|
/*
|
|
=====================================================
|
|
entity riderpath_findbest(entity subject_path)
|
|
MG
|
|
Returns closest rider path corner that "subject_path"
|
|
leads to. Used for Rider Bosses.
|
|
=====================================================
|
|
*/
|
|
entity riderpath_findbest(entity subject_path)
|
|
{
|
|
entity search,found,best_path;
|
|
float next,num_points,position,bestdist,lastdist;
|
|
|
|
num_points = 0;
|
|
if (subject_path.next_path_1)
|
|
num_points += 1;
|
|
if (subject_path.next_path_2)
|
|
num_points += 1;
|
|
if (subject_path.next_path_3)
|
|
num_points += 1;
|
|
if (subject_path.next_path_4)
|
|
num_points += 1;
|
|
if (subject_path.next_path_5)
|
|
num_points += 1;
|
|
if (subject_path.next_path_6)
|
|
num_points += 1;
|
|
|
|
if (!num_points)
|
|
{
|
|
dprintf("rider path %s has no next points\n",subject_path.path_id);
|
|
remove(self);
|
|
return world;
|
|
}
|
|
|
|
bestdist=vlen(self.goalentity.origin-self.origin);
|
|
lastdist=bestdist;
|
|
position=0;
|
|
best_path=world;
|
|
while(position<num_points)
|
|
{
|
|
position+=1;
|
|
if (position==1)
|
|
next = subject_path.next_path_1;
|
|
else if (position==2)
|
|
next = subject_path.next_path_2;
|
|
else if (position==3)
|
|
next = subject_path.next_path_3;
|
|
else if (position==4)
|
|
next = subject_path.next_path_4;
|
|
else if (position==5)
|
|
next = subject_path.next_path_5;
|
|
else if (position==6)
|
|
next = subject_path.next_path_6;
|
|
found = world;
|
|
search = find(world, classname, "rider_path");
|
|
while(search != world && found == world)
|
|
{
|
|
if (search.path_id == next)
|
|
found = search;
|
|
else
|
|
search = find(search, classname, "rider_path");
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
dprintf("Could not find rider path %s\n",next);
|
|
remove(self);
|
|
return world;
|
|
}
|
|
else
|
|
{
|
|
lastdist=vlen(self.goalentity.origin-found.origin);
|
|
if(lastdist<bestdist)
|
|
{
|
|
best_path=found;
|
|
bestdist=lastdist;
|
|
}
|
|
}
|
|
}
|
|
if (!best_path)
|
|
return world;
|
|
return best_path;
|
|
}
|
|
|
|
/*
|
|
=====================================================================
|
|
|
|
MEZZOMAN
|
|
(Personal Favorite!)
|
|
|
|
=====================================================================
|
|
*/
|
|
|
|
/*
|
|
=========================================================
|
|
entity look_projectiles ()
|
|
MG
|
|
WARNING! Expensive, should not be called often at all!
|
|
Searches a radius 1000 around self to find projectiles
|
|
(anything with movetype bounce, flymissile, bouncemissile)
|
|
then checks to see if it's heading at self (see "heading"
|
|
function in PROJBHVR.HC). It finds the closest of these
|
|
and returns that entity. If it finds nothing, returns
|
|
"world".
|
|
=========================================================
|
|
*/
|
|
entity look_projectiles ()
|
|
{
|
|
entity found, enemy_proj;
|
|
float dist, bestdist;
|
|
|
|
found=findradius(self.origin,1000);
|
|
bestdist=1001;
|
|
while(found)
|
|
{
|
|
if(found.movetype==MOVETYPE_FLYMISSILE||found.movetype==MOVETYPE_BOUNCE||found.movetype==MOVETYPE_BOUNCEMISSILE)
|
|
if(visible(found))
|
|
{
|
|
dist=vlen(found.origin-self.origin);
|
|
if(dist<bestdist)
|
|
{
|
|
if(heading(self,found,0.9))//Try this small range for heading, but problem is, they won't split up & surround you as much...
|
|
{
|
|
bestdist=dist;
|
|
enemy_proj=found;
|
|
}
|
|
}
|
|
}
|
|
found=found.chain;
|
|
}
|
|
if(enemy_proj)
|
|
{
|
|
self.level=bestdist/vlen(enemy_proj.velocity);
|
|
return enemy_proj;
|
|
}
|
|
else
|
|
return world;
|
|
}
|
|
|
|
|
|
/*
|
|
======================================================
|
|
float solid_under(vector startpos , vector endpos)
|
|
MG
|
|
Will check in increments of 5 pixels along a given
|
|
path from startpos to endpos if there is solid gound
|
|
at least 18 pixels below (18 is the monster step-height).
|
|
If so, returns TRUE, if there is a gap anywhere along
|
|
that, returns FALSE.
|
|
Used mainly by Mezzomen to see if they should jump
|
|
across gaps at enemy.
|
|
======================================================
|
|
*/
|
|
float solid_under(vector startpos , vector endpos)
|
|
{
|
|
float diff_count;
|
|
vector dir;
|
|
dir=normalize(endpos-startpos);
|
|
diff_count=vlen(endpos-startpos)/5;
|
|
while(diff_count>0)
|
|
{
|
|
traceline(startpos,startpos-'0 0 18',TRUE,self);
|
|
if(trace_fraction==1)
|
|
return FALSE;
|
|
startpos+=dir*5;
|
|
diff_count-=1;
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
======================================================
|
|
float check_heading_left_or_right (entity object)
|
|
MG
|
|
Will check to see if the given object will be to
|
|
the left or the right of self once it gets to
|
|
self. Uses it's current position and extrapolates
|
|
based on it's heading (velocity).
|
|
Will return:
|
|
1 = left
|
|
-1 = right
|
|
0 = neither.
|
|
Special case: If called by a monster that's not
|
|
awake, will return opposite of these assuming
|
|
that the monster wants to cut off player-
|
|
only used by the Rolling Ambush Mezzomen.
|
|
======================================================
|
|
*/
|
|
float check_heading_left_or_right (entity object)
|
|
{
|
|
vector spot1, spot2, vec;
|
|
float dot, rng, reverse;
|
|
|
|
makevectors (self.angles);
|
|
spot1 = self.origin + self.view_ofs;
|
|
spot2 = object.origin;
|
|
//To get the eventual location of the projectile when it gets to him...
|
|
rng=vlen(spot1-spot2);
|
|
spot2+=normalize(object.velocity)*(rng+15);//Add a bit for good measure
|
|
|
|
vec = normalize (spot2 - spot1);
|
|
//FIXME? What about behind me?
|
|
|
|
if(object.classname=="player"&&!self.monster_awake)
|
|
{
|
|
self.monster_awake=TRUE;
|
|
sound(self,CHAN_VOICE,"mezzo/attack.wav",1,ATTN_NORM);
|
|
reverse=-1;
|
|
}
|
|
else
|
|
reverse=1;
|
|
|
|
dot = vec * v_right;
|
|
if ( dot > 0)
|
|
return -1*reverse;
|
|
|
|
dot = vec * (v_right*-1);
|
|
if ( dot > 0)
|
|
return 1*reverse;
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
======================================================
|
|
float navigate (float walkspeed)
|
|
MG
|
|
Checks to see which side of the entity is blocked
|
|
and will move in the opposite direction using
|
|
walkmove (for left-right) or movestep (for up-down)
|
|
if it can. Will move the specified distance.
|
|
If it can't move that way or it doesn't find a blocked
|
|
side, it returns false.
|
|
|
|
Meant for use with flying and swimming monsters
|
|
because movetogoal doesn't make them navigate!
|
|
======================================================
|
|
*/
|
|
float navigate (float walkspeed)
|
|
{
|
|
vector checkdir,org,new_angle;
|
|
float vert_size,horz_size;
|
|
makevectors(self.angles);
|
|
checkdir=v_right;
|
|
org=self.origin+checkdir*self.size_x;
|
|
vert_size=self.size_z/2;
|
|
horz_size=(self.size_x+self.size_y)/4;
|
|
traceline(org,org+v_forward*horz_size,FALSE,self);
|
|
if(trace_fraction==1&&!trace_allsolid)
|
|
{
|
|
checkdir=v_right*-1;
|
|
org=self.origin+checkdir*horz_size;
|
|
traceline(org,org+v_forward*horz_size,FALSE,self);
|
|
}
|
|
if(self.flags&FL_FLY||self.flags&FL_SWIM)
|
|
{
|
|
if(trace_fraction==1&&!trace_allsolid)
|
|
{
|
|
checkdir=v_up;
|
|
org=self.origin+checkdir*vert_size;
|
|
traceline(org,org+v_forward*horz_size,FALSE,self);
|
|
}
|
|
if(trace_fraction==1&&!trace_allsolid)
|
|
{
|
|
checkdir=v_up*-1;
|
|
org=self.origin+checkdir*vert_size;
|
|
traceline(org,org+v_forward*horz_size,FALSE,self);
|
|
}
|
|
}
|
|
if(trace_fraction<1||trace_allsolid)
|
|
{
|
|
if(checkdir==v_right||checkdir==v_right*-1)
|
|
{
|
|
new_angle=vectoangles(checkdir*-1);
|
|
if(!walkmove(new_angle_y,walkspeed,FALSE))
|
|
{
|
|
// dprint("Couldn't Side-step\n");
|
|
return FALSE;
|
|
}
|
|
// dprint("Side-stepped\n");
|
|
return TRUE;
|
|
}
|
|
if(checkdir==v_up)
|
|
walkspeed*=-1;
|
|
if(!movestep(0,0,walkspeed,FALSE))
|
|
{
|
|
// dprint("couldn't move up/down\n");
|
|
return FALSE;
|
|
}
|
|
// dprint("up-down move\n");
|
|
return TRUE;
|
|
}
|
|
// dprint("Not blocked\n");
|
|
return FALSE;//FOUND NO BLOCKING!!!
|
|
}
|
|
|
|
/*
|
|
=============================================================
|
|
vector extrapolate_pos_for_speed (vector p1,float pspeed,entity targ,float accept)
|
|
MG
|
|
Estimates where the "targ" will be by the time a projectile
|
|
travelling at "pspeed" leaving "org" arrives at "targ"'s origin.
|
|
It then calculates a new spot to shoot at so that the
|
|
projectile will arrive at such spot at the same time as
|
|
"targ". Will return '0 0 0' (FALSE) if there is not a clear
|
|
line of fire to the spot or if the new vector is out of the
|
|
acceptable range (based on dot product of original vec and
|
|
the new vec).
|
|
=============================================================
|
|
*/
|
|
vector extrapolate_pos_for_speed (vector p1,float pspeed,entity targ,float accept)
|
|
{
|
|
float dist1,dist2,tspeed,dot,eta1,eta2,eta_delta,failed;
|
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vector p2,p3,targ_dir,vec1,vec2;
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// dprint("Extrapolating\n");
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p2=targ.origin+targ.view_ofs; //current target viewport
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vec1=p2 - p1; //vector to p2
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dist1=vlen(vec1); //distance to p2
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vec1=normalize(vec1); //direction to p2
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targ_dir=targ.velocity; //target velocity
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tspeed=vlen(targ_dir); //target speed
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targ_dir=normalize(targ_dir); //target direction
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eta1=dist1/pspeed; //Estimated time of arrival of projectile to p2
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p3=p2 + targ_dir * tspeed * eta1; //Extrapolated postion of targ at time + eta1
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dist2=vlen(p3-p1); //new distance to p3
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eta2=dist2/pspeed; //ETA of projectile to p3
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eta_delta=eta2-eta1; //change in ETA's
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p3+=targ_dir*tspeed*eta_delta*random();//Add any diff in ETA to p3's location,random a little in case they slow down
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traceline(p1,p3,FALSE,self);
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if(trace_fraction<1)
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{
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if(trace_ent.thingtype>=THINGTYPE_WEBS)
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traceline (trace_endpos, p3, FALSE, trace_ent);
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if(trace_fraction<1)
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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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{//Don't have a clear shot, and don't want to shoot obstruction
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// dprint("No clear shot\n");
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self.attack_state = AS_SLIDING;
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failed=TRUE;
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}
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}
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vec2=normalize(p3-p1); //New vector to p3
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dot=vec1*vec2;
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if(dot<accept) //Change in dir too great
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{
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// dprint("Out of range\n");
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failed=TRUE;
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}
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if(failed)
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p3='0 0 0';
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// else
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// dprint("Successful extrapolation\n");
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/*Was using this to show blue for failed extrap, red for succ.
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_STREAM_COLORBEAM); //beam type
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WriteEntity (MSG_BROADCAST, self); //owner
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WriteByte (MSG_BROADCAST, 0); //tag + flags
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WriteByte (MSG_BROADCAST, 20); //time
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WriteByte (MSG_BROADCAST, failed); //color
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WriteCoord (MSG_BROADCAST, p1_x);
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WriteCoord (MSG_BROADCAST, p1_y);
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WriteCoord (MSG_BROADCAST, p1_z);
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WriteCoord (MSG_BROADCAST, p3_x);
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WriteCoord (MSG_BROADCAST, p3_y);
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WriteCoord (MSG_BROADCAST, p3_z);
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*/
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return p3;
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}
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/*
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=============================================================
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vector aim_adjust (entity targ)
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MG
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Will return a nprmalized offset vector based on the targ's
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light level, used for monster aiming at shadow-hiding players.
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=============================================================
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*/
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vector aim_adjust (entity targ)
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{
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float ofs;
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vector vofs;
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if(!targ)
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return '0 0 0';
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makevectors(self.angles);
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get_visibility(targ,TRUE);
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ofs=(1 - targ.visibility - skill/10)*0.1;
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if(skill<3&&ofs>0)
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{
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vofs=v_up*0.5*random(0-ofs,ofs)+v_right*1.5*random(0-ofs,ofs);
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return vofs;
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}
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return '0 0 0';
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}
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