ew-progs/fight.qc

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2011-09-06 00:00:00 +00:00
/*
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(float v) anglemod;
//void() carnivore_swing1;
//void() agath_swingr1;
//void() agath_swingl1;
float() tenebCheckAttack;
void(float side) teneb_Melee;
void(vector dest) ChooseTurn;
void() ai_face;
float enemy_vis, enemy_infront, enemy_range;
float enemy_yaw;
//=============================================================================
/*
===========
CheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() CheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, FALSE, self);
if (trace_ent != targ)
return FALSE; // don't have a clear shot
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;
}
}
// missile attack
if (!self.th_missile)
return FALSE;
if (time < self.attack_finished)
return FALSE;
if (enemy_range == RANGE_FAR)
return FALSE;
if (enemy_range == RANGE_MELEE)
{
chance = 0.9;
self.attack_finished = 0;
}
else if (enemy_range == RANGE_NEAR)
{
if (self.th_melee)
chance = 0.2;
else
chance = 0.4;
}
else if (enemy_range == RANGE_MID)
{
if (self.th_melee)
chance = 0.05;
else
chance = 0.1;
}
else
chance = 0;
if (random () < chance)
{
self.th_missile ();
SUB_AttackFinished (2*random());
return TRUE;
}
return FALSE;
};
/*
=============
ai_face
Stay facing the enemy
=============
*/
void() ai_face =
{
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 (entity targ) visible;
float(entity targ) infront;
float(entity targ) range;
void(float d) ai_charge =
{
ai_face ();
//Variable Velocity Movement Code
movetogoal(d);
makevectors(self.angles);
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.velocity = v_forward * self.speed;
};
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);
ChangeYaw ();
makevectors (self.angles);
dtemp = self.enemy.origin - 30*v_right;
heading = vectoyaw(dtemp - self.origin);
walkmove(heading, 20);
};
/*
=============
ai_melee
=============
*/
void() ai_melee =
{
local vector delta;
local float ldmg;
if (!self.enemy)
return; // removed before stroke
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 60)
return;
ldmg = (random() + random() + random()) * 3;
//if we are bf2 then lets do twice as much melee damage
if (self.classname == "monster_bossf2")
ldmg = ldmg * 2;
T_Damage (self.enemy, self, self, ldmg);
};
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() + random() + random()) * 3;
T_Damage (self.enemy, self, self, ldmg);
};
//=============================================================================
/*
===========
OutriderCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() OutriderCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, FALSE, self);
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (trace_ent != targ)
return FALSE; // don't have a clear shot
// missile attack
if (time < self.attack_finished)
return FALSE;
if (enemy_range == RANGE_FAR)
return FALSE;
if (enemy_range == RANGE_MELEE)
chance = 0.9;
else if (enemy_range == RANGE_NEAR)
chance = 0.4;
else if (enemy_range == RANGE_MID)
chance = 0.05;
else
chance = 0;
if (random () < chance)
{
self.th_missile ();
SUB_AttackFinished (1 + random());
if (random() < 0.3)
self.lefty = !self.lefty;
return TRUE;
}
return FALSE;
};
//=============================================================================
/*
===========
AgathCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() AgathCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
local float enemy_yaw;
if (enemy_range == RANGE_MELEE)
{
if (CanDamage (self.enemy, self))
{
self.attack_state = AS_MELEE;
return TRUE;
}
}
if (time < self.attack_finished)
return FALSE;
if (!enemy_vis)
return FALSE;
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
if (vlen(spot1 - spot2) > 600)
return FALSE;
traceline (spot1, spot2, FALSE, self);
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (trace_ent != targ)
{
return FALSE; // don't have a clear shot
}
// missile attack
if (enemy_range == RANGE_FAR)
return FALSE;
self.attack_state = AS_MISSILE;
SUB_AttackFinished (2 + 2*random());
return TRUE;
};
//============================================================================
/*
===========
CarnivoreCheckAttack
The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/
float() CarnivoreCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
if (enemy_range == RANGE_MELEE)
{
if (CanDamage (self.enemy, self))
{
self.attack_state = AS_MELEE;
return TRUE;
}
}
if (time < self.attack_finished)
return FALSE;
if (!enemy_vis)
return FALSE;
targ = self.enemy;
// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, FALSE, self);
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (trace_ent != targ)
{
return FALSE; // don't have a clear shot
}
// missile attack
if (time < self.attack_finished)
return FALSE;
if (enemy_range == RANGE_FAR)
return FALSE;
else if (enemy_range == RANGE_NEAR)
chance = 0.10;
else if (enemy_range == RANGE_MID)
chance = 0.05;
else
chance = 0;
self.attack_state = AS_MISSILE;
SUB_AttackFinished (1 + 2*random());
return TRUE;
};