/* * $Header: /HexenWorld/Siege/ai2.hc 4 5/25/98 1:38p 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 */ void()SetNextWaypoint; float(entity targ , entity from)infront_of_ent; float()eidolon_check_attack; void()multiplayer_health; //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; void()riderpath_init; void(float move_speed)riderpath_move; float(float move_speed)eidolon_riderpath_move; void() eidolon_guarding; void()hive_die; 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 = { local vector spot1, spot2; local 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) return FALSE; // sight line crossed contents if (trace_fraction == 1) 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) { 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 (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(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; if(self.classname=="monster_eidolon") { if (!self.path_current) riderpath_init(); if(!eidolon_riderpath_move(dist)) { if(self.think==self.th_walk) self.think=eidolon_guarding; } else if(self.think==eidolon_guarding) self.think=self.th_walk; } else 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 (!enemy_vis) return FALSE; if(self.classname=="monster_eidolon") if(self.goalentity==self.controller) return FALSE; else return eidolon_check_attack(); 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); if(self.classname!="monster_eidolon") enemy_yaw = vectoyaw(self.goalentity.origin - self.origin); if ((self.attack_state == AS_MISSILE) || (self.attack_state == AS_MELEE)) // turning to attack { if(self.classname!="monster_eidolon") 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(); if(self.classname=="monster_eidolon") { if(!self.path_current) riderpath_init(); if(!eidolon_riderpath_move(dist)) { if(self.think==self.th_run) eidolon_guarding(); } else if(self.think==eidolon_guarding) self.th_run(); } else movetogoal (dist); // done in C code... }; //FAKE FUNCTIONS void SpiderJumpBegin() { } float mezzo_choose_roll (entity null) { return FALSE; }