-
Notifications
You must be signed in to change notification settings - Fork 0
/
ai.qc
861 lines (695 loc) · 18.6 KB
/
ai.qc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
/* Copyright (C) 1996-1997 Id Software, 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
See file, 'COPYING', for details.
*/
void() movetarget_f;
void() t_movetarget;
void() knight_walk1;
void() knight_bow6;
void() knight_bow1;
void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage;
void(float notify_type) SquadNotify;
/*
.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
*/
//
// 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;
//
// Swimming monster hack
//
// distance on Z axis flying/swimming monsters move in frame (from engine)
const float FLY_Z_DIST = 8;
// TRUE if swimming monster at surface, FALSE otherwise
float(float dist) at_surface = {
vector above = self.origin + (self.maxs_z - dist + 1) * '0 0 1';
traceline(
above,
above,
TRUE,
self
);
return !trace_inwater;
}
// override movetogoal
void(float dist) movetogoal_fix = {
float shift_back = FALSE;
if ((self.flags & FL_SWIM) && at_surface(0)) {
traceline(
self.origin,
self.origin + (self.mins_z - FLY_Z_DIST) * '0 0 1',
FALSE,
self
);
if (trace_fraction == 1) {
self.origin_z-= FLY_Z_DIST;
if (!at_surface(FLY_Z_DIST)) {
shift_back = TRUE;
}
}
}
movetogoal(dist);
if (shift_back) {
self.origin_z+= FLY_Z_DIST;
}
}
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');
};
float CORNER_SPAWNFLAG_RUN_TO = 1;
/*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();
};
void() corner_rethink = {
force_retouch = 2;
self.think = SUB_Null;
};
/*
=============
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 =
{
entity temp;
float old_corner_run, new_corner_run;
float pause_length;
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 && other.wait == 0) {
old_corner_run =
((other.classname == "path_corner")
&& (other.spawnflags & CORNER_SPAWNFLAG_RUN_TO))
? TRUE : FALSE;
new_corner_run =
((self.movetarget.classname == "path_corner")
&& (self.movetarget.spawnflags & CORNER_SPAWNFLAG_RUN_TO))
? TRUE : FALSE;
if (old_corner_run != new_corner_run) {
if (new_corner_run) {
self.th_run();
} else {
self.th_walk();
}
}
} else {
pause_length = other.wait >= 0 ? other.wait : 999999;
other.think = corner_rethink;
other.nextthink = time + 0.1;
self.pausetime = time + pause_length;
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 =
{
vector spot1, spot2;
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 =
{
vector spot1, spot2;
if (
(self.flags & FL_SWIM)
&& targ.waterlevel > 0
&& targ.waterlevel < 3
) {
spot1 = self.origin;
spot2 = targ.origin + targ.mins_z * '0 0 1';
} else {
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 =
{
vector vec;
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 =
{
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;
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 =
{
float rsnd;
if (self.classname == "monster_ogre")
sound(self, CHAN_VOICE, "ogre/ogwake.wav", 1, ATTN_NORM);
else if (self.classname == "monster_knight")
sound(self, CHAN_VOICE, "knight/ksight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_shambler")
sound(self, CHAN_VOICE, "shambler/ssight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_demon1")
sound(self, CHAN_VOICE, "demon/sight2.wav", 1, ATTN_NORM);
else if (self.classname == "monster_wizard")
sound(self, CHAN_VOICE, "wizard/wsight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_zombie")
sound(self, CHAN_VOICE, "zombie/z_idle.wav", 1, ATTN_NORM);
else if (self.classname == "monster_dog")
sound(self, CHAN_VOICE, "dog/dsight.wav", 1, ATTN_NORM);
else if (self.classname == "monster_hell_knight")
sound(self, CHAN_VOICE, "hknight/sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_tarbaby")
sound(self, CHAN_VOICE, "blob/sight1.wav", 1, ATTN_NORM);
// else if (self.classname == "monster_vomit")
// sound(self, CHAN_VOICE, "vomitus/v_sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_enforcer")
{
rsnd = rint(random() * 3);
if (rsnd == 1)
sound(self, CHAN_VOICE, "enforcer/sight1.wav", 1, ATTN_NORM);
else if (rsnd == 2)
sound(self, CHAN_VOICE, "enforcer/sight2.wav", 1, ATTN_NORM);
else if (rsnd == 0)
sound(self, CHAN_VOICE, "enforcer/sight3.wav", 1, ATTN_NORM);
else
sound(self, CHAN_VOICE, "enforcer/sight4.wav", 1, ATTN_NORM);
}
else if (self.classname == "monster_army")
sound(self, CHAN_VOICE, "soldier/sight1.wav", 1, ATTN_NORM);
else if (self.classname == "monster_shalrath")
sound(self, CHAN_VOICE, "shalrath/sight.wav", 1, ATTN_NORM);
};
void() FoundTarget =
{
if (self.enemy.classname == "player")
{ // let other monsters see this monster for a while
sight_entity = self;
sight_entity_time = time;
SquadNotify(SQNOTIFY_ENEMY);
}
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 =
{
entity client;
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 FALSE;
}
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;
};
//=============================================================================
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);
/*
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 =
{
movedist = dist;
if (self.classname == "monster_dragon")
{
movetogoal_fix(dist);
return;
}
// check for noticing a player
if (FindTarget())
return;
movetogoal_fix(dist);
};
/*
=============
ai_stand
The monster is staying in one place for a while, with slight angle turns
=============
*/
void() ai_stand =
{
if (FindTarget())
return;
if (time > self.pausetime)
{
if (self.movetarget.classname == "path_corner") {
self.ideal_yaw = vectoyaw(self.movetarget.origin - self.origin);
ChangeYaw();
if (self.movetarget.spawnflags & CORNER_SPAWNFLAG_RUN_TO) {
self.th_run();
} else {
self.th_walk();
}
} else {
self.th_walk();
}
}
};
/*
=============
ai_turn
don't move, but turn towards ideal_yaw
=============
*/
void() ai_turn =
{
if (FindTarget())
return;
ChangeYaw();
};
//=============================================================================
/*
=============
ChooseTurn
=============
*/
void(vector dest3) ChooseTurn =
{
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 =
{
float delta;
delta = anglemod(self.angles_y - self.ideal_yaw);
if (delta > 45 && delta < 315)
return FALSE;
return TRUE;
};
//=============================================================================
float() WizardCheckAttack;
float() DogCheckAttack;
float() CheckAnyAttack =
{
if (!enemy_vis)
return FALSE;
if (self.classname == "monster_army")
return SoldierCheckAttack();
if (self.classname == "monster_ogre")
return OgreCheckAttack();
if (self.classname == "monster_shambler")
return ShamCheckAttack();
if (self.classname == "monster_demon1")
return DemonCheckAttack();
if (self.classname == "monster_dog")
return DogCheckAttack();
if (self.classname == "monster_wizard")
return WizardCheckAttack();
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 =
{
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 =
{
if (!self.enemy) {
ai_walk(dist);
return;
}
movedist = dist;
// see if the enemy is dead
if (self.enemy.health <= 0)
{
self.enemy = world;
// 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
// 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;
}
if ((self.flags & FL_SWIM)) {
}
// head straight in
movetogoal_fix(dist); // done in C code...
};