/* 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 T_Damage (entity etemp, entity stemp, entity stemp, float dmg); /* .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 its 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 its stand state and head towards its .movetarget when time > .pausetime. walkmove(angle, speed) primitive is all or nothing */ // // globals // // 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 anglemod (float v) { while (v >= 360) v = v - 360; while (v < 0) v = v + 360; return v; } /* ============================================================================== MOVETARGET CODE The angle of the movetarget affects standing and bowing direction, but has no effect on movement, which always 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 () { 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 range (entity targ) { 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 visible (entity targ) { 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 infront (entity targ) { 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; } 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.flags & FL_NOTARGET) { self.enemy = self.enemy.enemy; if (self.enemy.classname != "player" || self.enemy.flags & FL_NOTARGET) { self.enemy = world; return false; } } FoundTarget (); return true; } //============================================================================= /* ============= GetMadAtAttacker T_Damage calls this when a monster is hurt ============= */ void GetMadAtAttacker (entity attacker) { // get mad unless of the same class (except for soldiers) if (self != attacker && attacker != self.enemy) { if ( (self.classname != attacker.classname) || (self.classname == "monster_army" ) ) { if (self.enemy.classname == "player") self.oldenemy = self.enemy; self.enemy = attacker; FoundTarget (); } } } //============================================================================= void ai_forward (float dist) { walkmove (self.angles_y, dist); } void ai_back (float dist) { walkmove ( (self.angles_y+180), dist); } /* ============= ai_pain stagger back a bit ============= */ void ai_pain (float dist) { 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 ai_painforward (float dist) { walkmove (self.ideal_yaw, dist); } /* ============= ai_walk The monster is walking its beat ============= */ void ai_walk (float dist) { movedist = dist; if (self.classname == "monster_dragon") { movetogoal (dist); return; } // check for noticing a player if (FindTarget ()) return; movetogoal (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) { self.th_walk (); return; } // change angle slightly } /* ============= ai_turn don't move, but turn towards ideal_yaw ============= */ void ai_turn () { if (FindTarget ()) return; ChangeYaw (); } //============================================================================= /* ============= ChooseTurn ============= */ void ChooseTurn (vector dest3) { 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 ai_run (float dist) { movedist = dist; // see if the enemy is dead if (self.enemy.health <= 0 || self.enemy.flags & FL_NOTARGET) { self.enemy = world; // FIXME: look all around for other targets if (self.oldenemy.health > 0 && !(self.oldenemy.flags & FL_NOTARGET)) { 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; } // head straight in movetogoal (dist); // done in C code... }