game: sync ctf g_ai

This commit is contained in:
Denis Pauk 2023-11-04 20:22:01 +02:00
parent 63d3e5ac74
commit f0155f0163
4 changed files with 26 additions and 1474 deletions

View File

@ -1480,7 +1480,7 @@ CTF_OBJS_ = \
src/common/shared/flash.o \ src/common/shared/flash.o \
src/common/shared/rand.o \ src/common/shared/rand.o \
src/common/shared/shared.o \ src/common/shared/shared.o \
src/ctf/g_ai.o \ src/game/g_ai.o \
src/game/g_chase.o \ src/game/g_chase.o \
src/game/g_cmds.o \ src/game/g_cmds.o \
src/ctf/g_combat.o \ src/ctf/g_combat.o \

File diff suppressed because it is too large Load Diff

View File

@ -1,227 +0,0 @@
/*
* Copyright (C) 1997-2001 Id Software, Inc.
* Copyright (c) ZeniMax Media Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Player (the arm and the weapons) animation.
*
* =======================================================================
*/
#define FRAME_stand01 0
#define FRAME_stand02 1
#define FRAME_stand03 2
#define FRAME_stand04 3
#define FRAME_stand05 4
#define FRAME_stand06 5
#define FRAME_stand07 6
#define FRAME_stand08 7
#define FRAME_stand09 8
#define FRAME_stand10 9
#define FRAME_stand11 10
#define FRAME_stand12 11
#define FRAME_stand13 12
#define FRAME_stand14 13
#define FRAME_stand15 14
#define FRAME_stand16 15
#define FRAME_stand17 16
#define FRAME_stand18 17
#define FRAME_stand19 18
#define FRAME_stand20 19
#define FRAME_stand21 20
#define FRAME_stand22 21
#define FRAME_stand23 22
#define FRAME_stand24 23
#define FRAME_stand25 24
#define FRAME_stand26 25
#define FRAME_stand27 26
#define FRAME_stand28 27
#define FRAME_stand29 28
#define FRAME_stand30 29
#define FRAME_stand31 30
#define FRAME_stand32 31
#define FRAME_stand33 32
#define FRAME_stand34 33
#define FRAME_stand35 34
#define FRAME_stand36 35
#define FRAME_stand37 36
#define FRAME_stand38 37
#define FRAME_stand39 38
#define FRAME_stand40 39
#define FRAME_run1 40
#define FRAME_run2 41
#define FRAME_run3 42
#define FRAME_run4 43
#define FRAME_run5 44
#define FRAME_run6 45
#define FRAME_attack1 46
#define FRAME_attack2 47
#define FRAME_attack3 48
#define FRAME_attack4 49
#define FRAME_attack5 50
#define FRAME_attack6 51
#define FRAME_attack7 52
#define FRAME_attack8 53
#define FRAME_pain101 54
#define FRAME_pain102 55
#define FRAME_pain103 56
#define FRAME_pain104 57
#define FRAME_pain201 58
#define FRAME_pain202 59
#define FRAME_pain203 60
#define FRAME_pain204 61
#define FRAME_pain301 62
#define FRAME_pain302 63
#define FRAME_pain303 64
#define FRAME_pain304 65
#define FRAME_jump1 66
#define FRAME_jump2 67
#define FRAME_jump3 68
#define FRAME_jump4 69
#define FRAME_jump5 70
#define FRAME_jump6 71
#define FRAME_flip01 72
#define FRAME_flip02 73
#define FRAME_flip03 74
#define FRAME_flip04 75
#define FRAME_flip05 76
#define FRAME_flip06 77
#define FRAME_flip07 78
#define FRAME_flip08 79
#define FRAME_flip09 80
#define FRAME_flip10 81
#define FRAME_flip11 82
#define FRAME_flip12 83
#define FRAME_salute01 84
#define FRAME_salute02 85
#define FRAME_salute03 86
#define FRAME_salute04 87
#define FRAME_salute05 88
#define FRAME_salute06 89
#define FRAME_salute07 90
#define FRAME_salute08 91
#define FRAME_salute09 92
#define FRAME_salute10 93
#define FRAME_salute11 94
#define FRAME_taunt01 95
#define FRAME_taunt02 96
#define FRAME_taunt03 97
#define FRAME_taunt04 98
#define FRAME_taunt05 99
#define FRAME_taunt06 100
#define FRAME_taunt07 101
#define FRAME_taunt08 102
#define FRAME_taunt09 103
#define FRAME_taunt10 104
#define FRAME_taunt11 105
#define FRAME_taunt12 106
#define FRAME_taunt13 107
#define FRAME_taunt14 108
#define FRAME_taunt15 109
#define FRAME_taunt16 110
#define FRAME_taunt17 111
#define FRAME_wave01 112
#define FRAME_wave02 113
#define FRAME_wave03 114
#define FRAME_wave04 115
#define FRAME_wave05 116
#define FRAME_wave06 117
#define FRAME_wave07 118
#define FRAME_wave08 119
#define FRAME_wave09 120
#define FRAME_wave10 121
#define FRAME_wave11 122
#define FRAME_point01 123
#define FRAME_point02 124
#define FRAME_point03 125
#define FRAME_point04 126
#define FRAME_point05 127
#define FRAME_point06 128
#define FRAME_point07 129
#define FRAME_point08 130
#define FRAME_point09 131
#define FRAME_point10 132
#define FRAME_point11 133
#define FRAME_point12 134
#define FRAME_crstnd01 135
#define FRAME_crstnd02 136
#define FRAME_crstnd03 137
#define FRAME_crstnd04 138
#define FRAME_crstnd05 139
#define FRAME_crstnd06 140
#define FRAME_crstnd07 141
#define FRAME_crstnd08 142
#define FRAME_crstnd09 143
#define FRAME_crstnd10 144
#define FRAME_crstnd11 145
#define FRAME_crstnd12 146
#define FRAME_crstnd13 147
#define FRAME_crstnd14 148
#define FRAME_crstnd15 149
#define FRAME_crstnd16 150
#define FRAME_crstnd17 151
#define FRAME_crstnd18 152
#define FRAME_crstnd19 153
#define FRAME_crwalk1 154
#define FRAME_crwalk2 155
#define FRAME_crwalk3 156
#define FRAME_crwalk4 157
#define FRAME_crwalk5 158
#define FRAME_crwalk6 159
#define FRAME_crattak1 160
#define FRAME_crattak2 161
#define FRAME_crattak3 162
#define FRAME_crattak4 163
#define FRAME_crattak5 164
#define FRAME_crattak6 165
#define FRAME_crattak7 166
#define FRAME_crattak8 167
#define FRAME_crattak9 168
#define FRAME_crpain1 169
#define FRAME_crpain2 170
#define FRAME_crpain3 171
#define FRAME_crpain4 172
#define FRAME_crdeath1 173
#define FRAME_crdeath2 174
#define FRAME_crdeath3 175
#define FRAME_crdeath4 176
#define FRAME_crdeath5 177
#define FRAME_death101 178
#define FRAME_death102 179
#define FRAME_death103 180
#define FRAME_death104 181
#define FRAME_death105 182
#define FRAME_death106 183
#define FRAME_death201 184
#define FRAME_death202 185
#define FRAME_death203 186
#define FRAME_death204 187
#define FRAME_death205 188
#define FRAME_death206 189
#define FRAME_death301 190
#define FRAME_death302 191
#define FRAME_death303 192
#define FRAME_death304 193
#define FRAME_death305 194
#define FRAME_death306 195
#define FRAME_death307 196
#define FRAME_death308 197
#define MODEL_SCALE 1.000000

View File

@ -21,6 +21,8 @@
* ======================================================================= * =======================================================================
* *
* The basic AI functions like enemy detection, attacking and so on. * The basic AI functions like enemy detection, attacking and so on.
* While mostly unused by the CTF code the functions must be here since
* big parts of the game logic rely on them.
* *
* ======================================================================= * =======================================================================
*/ */
@ -111,7 +113,7 @@ ai_move(edict_t *self, float dist)
/* /*
* *
* Used for standing around and looking * Used for standing around and looking
* for players Distance is for slight * for players. Distance is for slight
* position adjustments needed by the * position adjustments needed by the
* animations * animations
*/ */
@ -347,26 +349,30 @@ ai_turn(edict_t *self, float dist)
/* ============================================================================ */ /* ============================================================================ */
/* /*
*
* .enemy * .enemy
* Will be world if not currently angry at anyone. * Will be world if not currently angry at anyone.
* *
* .movetarget * .movetarget
* The next path spot to walk toward. If .enemy, ignore .movetarget. * The next path spot to walk toward. If .enemy,
* When an enemy is killed, the monster will try to return to it's path. * ignore .movetarget. When an enemy is killed,
* the monster will try to return to it's path.
* *
* .hunt_time * .hunt_time
* Set to time + something when the player is in sight, but movement straight for * Set to time + something when the player is in
* him is blocked. This causes the monster to use wall following code for * 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. * movement direction instead of sighting on the player.
* *
* .ideal_yaw * .ideal_yaw
* A yaw angle of the intended direction, which will be turned towards at up * A yaw angle of the intended direction, which will be
* to 45 deg / state. If the enemy is in view and hunt_time is not active, * turned towards at up to 45 deg / state. If the enemy
* this will be the exact line towards the enemy. * is in view and hunt_time is not active, this will be
* the exact line towards the enemy.
* *
* .pausetime * .pausetime
* A monster will leave it's stand state and head towards it's .movetarget when * A monster will leave it's stand state and head towards
* time > .pausetime. * it's .movetarget when time > .pausetime.
* *
* walkmove(angle, speed) primitive is all or nothing * walkmove(angle, speed) primitive is all or nothing
*/ */
@ -645,6 +651,11 @@ FindTarget(edict_t *self)
else else
{ {
client = level.sight_client; client = level.sight_client;
if (!client)
{
return false; /* no clients to get mad at */
}
} }
/* if the entity went away, forget it */ /* if the entity went away, forget it */
@ -962,6 +973,10 @@ M_CheckAttack(edict_t *self)
{ {
chance = 0.4; chance = 0.4;
} }
else if (enemy_range == RANGE_MELEE)
{
chance = 0.2;
}
else if (enemy_range == RANGE_NEAR) else if (enemy_range == RANGE_NEAR)
{ {
chance = 0.1; chance = 0.1;