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