ew-progs/ai.qc

922 lines
19 KiB
C++

//EW Prototypes
void() search_for_bots;
void() monster_search_for_items;
void() monster_grab_items;
void() AmBurning;
void() AmDead;
//outrider and scout alert sounds
void() outrider_alertsound;
//wraith alert sounds
void() wraith_alertsound;
//ew ai enhancements
void(float gspeed, float stime) adjust_speed;
void(float gtype, float gtime) adjust_gravity;
void() ai_dodge;
void() ai_summon;
void() search_for_boss;
void() check_for_liquid;
void() movetarget_f;
void() t_movetarget;
void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage;
/*
.enemy
Will be world if not currently angry at anyone.
.movetarget
The next path spot to walk toward. If .enemy, ignore .movetarget.
When an enemy is killed, the monster will try to return to it's path.
.huntt_ime
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 .movetarget when
time > .pausetime.
walkmove(angle, speed) primitive is all or nothing
*/
//
// 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
//
entity sight_entity;
float sight_entity_time;
float(float v) anglemod =
{
while (v >= 360)
v = v - 360;
while (v < 0)
v = v + 360;
return v;
};
/*
==============================================================================
MOVETARGET CODE
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
targetname
must be present. The name of this movetarget.
target
the next spot to move to. If not present, stop here for good.
pausetime
The number of seconds to spend standing or bowing for path_stand or path_bow
==============================================================================
*/
void() movetarget_f =
{
if (!self.targetname)
objerror ("monster_movetarget: no targetname");
self.solid = SOLID_TRIGGER;
self.touch = t_movetarget;
setsize (self, '-8 -8 -8', '8 8 8');
};
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
Monsters will continue walking towards the next target corner.
*/
void() path_corner =
{
movetarget_f ();
};
/*
=============
t_movetarget
Something has bumped into a movetarget. If it is a monster
moving towards it, change the next destination and continue.
==============
*/
void() t_movetarget =
{
local entity temp;
if (other.movetarget != self)
return;
if (other.enemy)
return; // fighting, not following a path
temp = self;
self = other;
other = temp;
if (self.classname == "monster_ogre")
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
//dprint ("t_movetarget\n");
self.goalentity = self.movetarget = find (world, targetname, other.target);
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
if (!self.movetarget)
{
self.pausetime = time + 999999;
self.th_stand ();
return;
}
};
//============================================================================
/*
=============
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;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
r = vlen (spot1 - spot2);
if (r < 120)
return RANGE_MELEE;
if (r < 500)
return RANGE_NEAR;
if (r < 1000)
return RANGE_MID;
return RANGE_FAR;
};
/*
=============
visible
returns 1 if the entity is visible to self, even if not infront ()
=============
*/
float (entity targ) visible =
{
local vector spot1, spot2;
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;
traceline (spot1, spot2, TRUE, self); // see through other monsters
if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
=============
infront
returns 1 if the entity is in front (in sight) of self
=============
*/
float(entity targ) infront =
{
local vector vec;
local float dot;
makevectors (self.angles);
vec = normalize (targ.origin - self.origin);
dot = vec * v_forward;
if ( dot > 0.3)
{
return TRUE;
}
return FALSE;
};
//============================================================================
/*
===========
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 =
{
local 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.classname == "monster_agath")
self.think = self.th_emerge;
else
self.think = self.th_run;
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
self.nextthink = time + 0.1;
SUB_AttackFinished (1); // wait a while before first attack
};
void() SightSound =
{
local float rsnd;
//ew sight sounds
if (self.classname == "monster_agath")
sound (self, CHAN_VOICE, "enemy/agath/idle2.wav", 1, ATTN_NORM);
else if (self.classname == "monster_apprentice" || self.classname == "monster_necromancer")
sound (self, CHAN_VOICE, "enemy/apprent/sight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_captain")
{
if (random() <= 0.8)
sound (self, CHAN_VOICE, "enemy/captain/alert1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "enemy/captain/alert2.wav", 1, ATTN_NORM);
}
else if (self.classname == "monster_carnivore")
sound (self, CHAN_VOICE, "enemy/carnivean/alert.wav", 1, ATTN_NORM);
else if (self.classname == "monster_dweller")
sound (self, CHAN_VOICE, "enemy/dweller/alert1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_hhound")
sound (self, CHAN_VOICE, "enemy/hhound/rage.wav", 1, ATTN_NORM);
else if (self.classname == "monster_merca" ||
self.classname == "monster_mercs" ||
self.classname == "monster_mercx")
{
if (random() <= 0.5)
sound (self, CHAN_VOICE, "enemy/mercenary/alert1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "enemy/mercenary/alert2.wav", 1, ATTN_NORM);
}
else if (self.classname == "monster_outrider" || self.classname == "monster_scout")
outrider_alertsound();
else if (self.classname == "monster_wraith")
wraith_alertsound();
};
void() FoundTarget =
{
if (self.enemy.classname == "player")
{ // let other monsters see this monster for a while
sight_entity = self;
sight_entity_time = time;
}
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() FindTarget =
{
local entity client;
local 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 (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) )
{
client = sight_entity;
if (client.enemy == self.enemy)
return;
}
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;
if (client.items & IT_INVISIBILITY)
return FALSE;
r = range (client);
if (r == RANGE_FAR)
return FALSE;
if (!visible (client))
return FALSE;
if (r == RANGE_NEAR)
{
if (client.show_hostile < time && !infront (client))
return FALSE;
}
else if (r == RANGE_MID)
{
if ( /* client.show_hostile < time || */ !infront (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;
}
}
FoundTarget ();
return TRUE;
};
//=============================================================================
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
float() check_for_ledge =
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Return values:
// 0 = NOMOVE
// 1 = MOVE
{
local float contents;
local vector start, end;
//set up angles stuff
self.v_angle = self.angles;
makevectors (self.angles);
// need to check for ledges to keep him from moving over them
if (!(self.flags & FL_ONGROUND))
return(0);
// SkinSki stair decending code - START
start = self.origin - '0 0 24';
end = start + v_forward * 96;
traceline (start, end, TRUE, self);
start = trace_endpos;
end = start - '0 0 50'; //50 units down
traceline (start, end, TRUE, self);
if (trace_fraction != 1)
return(1); //MOVE
else
return(0); // NOMOVE
// SkinSki stair decending code - END
/*
// Where the monster's feet are now (roughly)
start = self.origin - '0 0 24';
end = start + (v_forward * 60) - '0 0 60';
// Check 60 Quake units in front of the monster and 60 units down at foot height
traceline (start, end, TRUE, self);
// If there's a wall or obstacle, return MOVE
if (trace_fraction != 1.0)
return (1); //MOVE
else
return (0); //NOMOVE
//was here
start = end;
end = start - '0 0 256'; //256 units down
// Now look down and see how far we drop and what's there (MAX 256 units)
traceline (start, end, TRUE, self);
contents = pointcontents (trace_endpos);
// If it's LAVA, SLIME, WATER or a long way down and no ledge to jump to, return DANGER
if ( (contents == CONTENT_LAVA) || (contents == CONTENT_SLIME) || (contents == CONTENT_WATER) )
return (0); // NOMOVE
// SkinSki stair decending code - START
start = self.origin - '0 0 24';
end = start + v_forward * 48;
traceline (start, end, TRUE, self);
start = trace_endpos;
end = start - '0 0 50'; //50 units down
traceline (start, end, TRUE, self);
if (trace_fraction != 1)
return(1); //MOVE
// SkinSki stair decending code - END
return (0); // NOMOVE
*/
};
void(float dist) velocity_move =
{
//Variable Velocity Movement Code
//Check for ledge
if (check_for_ledge() == 1)
{
//its safe to use velocity movement code
movetogoal(dist);
makevectors(self.angles);
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.velocity = v_forward * self.speed;
}
else //use normal movetogoal because quake engine won't let monster walk over ledge
movetogoal(dist);
};
//=============================================================================
void(float dist) ai_forward =
{
walkmove (self.angles_y, dist);
};
void(float dist) ai_back =
{
walkmove ( (self.angles_y+180), dist);
};
/*
=============
ai_pain
stagger back a bit
=============
*/
void(float dist) ai_pain =
{
ai_back (dist);
/*
local float away;
away = anglemod (vectoyaw (self.origin - self.enemy.origin) + 180*(random()- 0.5) );
walkmove (away, dist);
*/
};
/*
=============
ai_painforward
stagger back a bit
=============
*/
void(float dist) ai_painforward =
{
walkmove (self.ideal_yaw, dist);
};
/*
=============
ai_walk
The monster is walking it's beat
=============
*/
void(float dist) ai_walk =
{
local vector mtemp;
movedist = dist;
// see if we are dead
AmDead();
// check for noticing a player
if (FindTarget ())
return;
// check for bots
search_for_bots();
// see if we are on fire
AmBurning();
// check for liquid
check_for_liquid();
// if we are playing Flood Co-op then do some roaming
if (cvar("deathmatch") == 1)
{
monster_search_for_items();
monster_grab_items();
}
// Variable Velocity Movement System
velocity_move(dist);
};
/*
=============
ai_stand
The monster is staying in one place for a while, with slight angle turns
=============
*/
void() ai_stand =
{
// see if we are dead
AmDead();
if (self.classname == "monster_bossf1" && sight_wait == 1)
{
if (time > self.pausetime)
{
self.nextthink = time + 0.1;
if (self.enemy == world)
self.think = self.th_walk;
else
self.think = self.th_run;
return;
}
else
return;
}
if (FindTarget ())
return;
// check for bots
search_for_bots();
if (time > self.pausetime)
{
self.th_walk ();
return;
}
// see if we are on fire
AmBurning();
// check for liquid
check_for_liquid();
};
/*
=============
ai_turn
don't move, but turn towards ideal_yaw
=============
*/
void() ai_turn =
{
if (FindTarget ())
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
============
*/
float() FacingIdeal =
{
local float delta;
delta = anglemod(self.angles_y - self.ideal_yaw);
if (delta > 45 && delta < 315)
return FALSE;
return TRUE;
};
//=============================================================================
float() ApprenticeCheckAttack;
float() hhoundCheckAttack;
float() CheckAnyAttack =
{
if (!enemy_vis)
return;
if (self.classname == "monster_outrider")
return OutriderCheckAttack ();
if (self.classname == "monster_carnivore")
return CarnivoreCheckAttack ();
if (self.classname == "monster_agath")
return AgathCheckAttack ();
if (self.classname == "monster_teneb")
return tenebCheckAttack ();
if (self.classname == "monster_hhound")
return hhoundCheckAttack ();
if (self.classname == "monster_apprentice" || self.classname == "monster_necromancer")
return ApprenticeCheckAttack ();
return CheckAttack ();
};
/*
=============
ai_run_melee
Turn and close until within an angle to launch a melee attack
=============
*/
void() ai_run_melee =
{
self.ideal_yaw = enemy_yaw;
ChangeYaw ();
if (FacingIdeal())
{
self.th_melee ();
self.attack_state = AS_STRAIGHT;
}
};
/*
=============
ai_run_missile
Turn in place until within an angle to launch a missile attack
=============
*/
void() ai_run_missile =
{
self.ideal_yaw = enemy_yaw;
ChangeYaw ();
if (FacingIdeal())
{
self.th_missile ();
self.attack_state = AS_STRAIGHT;
}
};
/*
=============
ai_run_slide
Strafe sideways, but stay at aproximately the same range
=============
*/
void() ai_run_slide =
{
local float ofs;
self.ideal_yaw = enemy_yaw;
ChangeYaw ();
if (self.lefty)
ofs = 90;
else
ofs = -90;
if (walkmove (self.ideal_yaw + ofs, movedist))
return;
self.lefty = 1 - self.lefty;
walkmove (self.ideal_yaw - ofs, movedist);
};
/*
=============
ai_run
The monster has an enemy it is trying to kill
=============
*/
void(float dist) ai_run =
{
local vector delta;
local float axis;
local float direct, ang_rint, ang_floor, ang_ceil;
// see if we are dead
AmDead();
// see if we are on fire
AmBurning();
// check for liquid
check_for_liquid();
movedist = dist;
// see if the enemy is dead
if (self.enemy.health <= 0)
{
self.enemy = world;
//make sure game speed is set back to normal
adjust_speed(0,0);
// FIXME: look all around for other targets
if (self.oldenemy.health > 0)
{
self.enemy = self.oldenemy;
HuntTarget ();
}
else
{
if (self.movetarget)
self.th_walk ();
else
self.th_stand ();
return;
}
}
self.show_hostile = time + 1; // wake up other monsters
// see if its appropriate to dodge
ai_dodge(dist);
// see if its appropriate to summon
ai_summon();
// if i'm a shadow clone then I need to see if my boss is still alive
if (self.classname == "monster_shadowclone")
search_for_boss();
// check knowledge of enemy
enemy_vis = visible(self.enemy);
if (enemy_vis)
self.search_time = time + 5;
// look for other coop players
if (coop && self.search_time < time)
{
if (FindTarget ())
return;
}
enemy_infront = infront(self.enemy);
enemy_range = range(self.enemy);
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
if (self.attack_state == AS_MISSILE)
{
//dprint ("ai_run_missile\n");
ai_run_missile ();
return;
}
if (self.attack_state == AS_MELEE)
{
//dprint ("ai_run_melee\n");
ai_run_melee ();
return;
}
if (CheckAnyAttack ())
return; // beginning an attack
if (self.attack_state == AS_SLIDING)
{
ai_run_slide ();
return;
}
//Variable Velocity Movement Code
velocity_move(dist);
};