hexen2/H2MP/hcode/FIGHT.hc

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2000-11-10 00:00:00 +00:00
/*
* $Header: /H2 Mission Pack/HCode/FIGHT.hc 5 3/09/98 3:05p Mgummelt $
*/
/*
* 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()
{
vector spot1, spot2;
entity targ;
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 ();
if(skill>=4)
self.attack_finished=0;
else
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);
}
*/
/*
* $Log: /H2 Mission Pack/HCode/FIGHT.hc $
*
* 5 3/09/98 3:05p Mgummelt
*
* 4 2/12/98 5:55p Jmonroe
* remove unreferenced funcs
*
* 3 1/12/98 2:41p Mgummelt
*
* 30 10/28/97 1:00p Mgummelt
* Massive replacement, rewrote entire code... just kidding. Added
* support for 5th class.
*
* 28 9/09/97 3:59p Mgummelt
*
* 27 9/03/97 9:14p Mgummelt
* Fixing targetting AI
*
* 26 9/02/97 8:56p Mgummelt
*
* 25 9/01/97 1:35a Mgummelt
*
* 24 8/26/97 8:31a Mgummelt
*
* 23 8/13/97 11:53p Mgummelt
*
* 22 8/11/97 6:09p Mgummelt
*
* 21 8/06/97 10:18p Mgummelt
*
* 20 8/04/97 8:07p Mgummelt
*
* 19 8/04/97 8:03p Mgummelt
*
* 18 7/03/97 6:13p Mgummelt
*
* 17 7/02/97 8:46p Mgummelt
*
* 16 6/18/97 6:28p Mgummelt
*
* 15 6/18/97 4:00p Mgummelt
*
* 14 6/14/97 2:21p Mgummelt
*
* 13 6/10/97 9:27p Mgummelt
*
* 12 6/09/97 3:08p Mgummelt
*
* 11 5/19/97 11:36p Mgummelt
*
* 10 5/07/97 11:12a Rjohnson
* Added a new field to walkmove and movestep to allow for setting the
* traceline info
*
* 9 5/06/97 1:29p Mgummelt
*
* 8 5/05/97 5:40p Rlove
*
* 6 3/29/97 1:16p Aleggett
*
* 5 2/26/97 3:14p Rlove
* Changes to basic monster ai
*
* 4 2/25/97 10:43a Rlove
* Remove some old shambler, ogre, and soldier code
*
* 3 1/15/97 12:02p Rjohnson
* Removed all of quake's monsters
*
* 2 11/11/96 1:12p Rlove
* Added Source Safe stuff
*/