void() movetarget_f; void() t_movetarget; void() FoundTarget; float MONSTER_WANDER = 64; // disable wandering around float MONSTER_APPEAR = 128; // spawn invisible, and appear when triggered .float ismonster; .float monsterawaitingteleport; // avoid awaking monsters in teleport rooms // 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; /* .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; float(float v) anglemod = { v = v - 360 * floor(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.health < 1) return; 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; } }; void() monster_wanderpaththink = { local vector v, v1; local float b, c; self.nextthink = time + random() * 10 + 1; if (self.owner.health < 1) // dead, also handled in death code { self.owner.movetarget = world; remove(self); return; } b = -1; c = 10; while (c > 0) { c = c - 1; v = randomvec(); traceline(self.owner.origin, v * 1024 + self.owner.origin, FALSE, self); v = trace_endpos - (normalize(v) * 16) - self.owner.origin; if (vlen(v) > b) { b = vlen(v); v1 = v; } } setorigin(self, v1 + self.owner.origin); self.owner.ideal_yaw = vectoyaw(self.origin - self.owner.origin); }; void() monster_wanderpathtouch = { if (other.health < 1) return; if (other.movetarget != self) return; if (other.enemy) return; // fighting, not following a path if (other.classname == "monster_ogre") sound (other, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound monster_wanderpaththink(); }; void() monster_spawnwanderpath = { newmis = spawn(); newmis.classname = "monster_wanderpath"; newmis.solid = SOLID_TRIGGER; newmis.touch = monster_wanderpathtouch; setsize (newmis, '-8 -8 -8', '8 8 8'); newmis.think = monster_wanderpaththink; newmis.nextthink = time + random() * 10 + 1; newmis.owner = self; self.goalentity = self.movetarget = newmis; }; void() monster_checkbossflag = { //#NO AUTOCVARS START #if 0 local float healthboost; local float r; // monsterbosses cvar or spawnflag 64 causes a monster to be a miniboss if ((self.spawnflags & 64) || (random() * 100 < cvar("monsterbosspercent"))) { self.radsuit_finished = time + 1000000000; r = random() * 4; if (r < 2) { self.super_damage_finished = time + 1000000000; healthboost = 30 + self.health * 0.5; self.effects = self.effects | (EF_FULLBRIGHT | EF_BLUE); } if (r >= 1) { healthboost = 30 + self.health * bound(0.5, skill * 0.5, 1.5); self.effects = self.effects | (EF_FULLBRIGHT | EF_RED); self.healthregen = max(self.healthregen, min(skill * 10, 30)); } self.health = self.health + healthboost; self.max_health = self.health; self.bodyhealth = self.bodyhealth * 2 + healthboost; do { self.colormod_x = random(); self.colormod_y = random(); self.colormod_z = random(); self.colormod = normalize(self.colormod); } while (self.colormod_x > 0.6 && self.colormod_y > 0.6 && self.colormod_z > 0.6); } #endif //#NO AUTOCVARS END }; //============================================================================ /* ============= 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 float r; r = vlen ((self.origin + self.view_ofs) - (targ.origin + targ.view_ofs)); if (r < 120) return RANGE_MELEE; if (r < 500) return RANGE_NEAR; if (r < 2000) // increased from 1000 for DP return RANGE_MID; return RANGE_FAR; }; /* ============= visible returns 1 if the entity is visible to self, even if not infront () ============= */ float (entity targ) visible = { if (vlen(targ.origin - self.origin) > 5000) // long traces are slow return FALSE; traceline ((self.origin + self.view_ofs), (targ.origin + targ.view_ofs), 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 float dot; makevectors (self.angles); dot = normalize (targ.origin - self.origin) * v_forward; return (dot > 0.3); }; // returns 0 if not infront, or the dotproduct if infront float(vector dir, entity targ) infront2 = { local float dot; dir = normalize(dir); dot = normalize (targ.origin - self.origin) * dir; if (dot >= 0.3) return dot; // infront return 0; }; //============================================================================ /* =========== 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; 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() th_sightsound; void() SightSound = { if (self.health < 1) return; // skill 5 does not play sight sounds, instead you only hear the appear sound as they are about to attack if (skill >= 5) if (self.classname != "monster_hellfish") return; if (self.th_sightsound) self.th_sightsound(); }; void() FoundTarget = { if (self.health < 1 || !self.th_run) return; if (self.enemy.health < 1 || !self.enemy.takedamage) return; if (self.enemy.classname == "player") { // let other monsters see this monster for a while sight_entity = self; sight_entity_time = time + 0.1; } self.show_hostile = time + 1; // wake up other monsters SightSound (); HuntTarget (); }; /* //float checkplayertime; entity lastcheckplayer; entity havocbot_list; entity() checkplayer = { local entity check; local float worldcount; // we can just fallback on checkclient if there are no bots if (!havocbot_list) return checkclient(); */ /* if (time < checkplayertime) { traceline(self.origin + self.view_ofs, lastcheckplayer.origin + lastcheckplayer.view_ofs, TRUE, self); if (trace_fraction == 1) return lastcheckplayer; if (trace_ent == lastcheckplayer) return lastcheckplayer; } checkplayertime = time + 0.1; */ /* check = lastcheckplayer; worldcount = 0; c = 0; do { c = c + 1; check = findfloat(check, havocattack, TRUE); if (check.classname == "player" || check.classname == "turretbase") { traceline(self.origin + self.view_ofs, check.origin + check.view_ofs, TRUE, self); if (trace_fraction == 1) return lastcheckplayer = check; if (trace_ent == check) return lastcheckplayer = check; } else if (check == world) { worldcount = worldcount + 1; if (worldcount >= 2) return lastcheckplayer = check; } } while(check != lastcheckplayer && c < 100); return world; }; */ /* =========== 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; float() FindTarget = { local entity client; local float r; if (self.health < 1) return FALSE; // if the first or second spawnflag bit is set, the monster will only // wake up on really seeing the player, not another monster getting angry if (self.spawnflags & 3) { // don't wake up on seeing another monster getting angry client = checkclient (); if (!client) return FALSE; // current check entity isn't in PVS } else { if (sight_entity_time >= time) { client = sight_entity; if (client.enemy == self.enemy) return TRUE; } 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 0 if (client.items & IT_INVISIBILITY) return FALSE; #endif // on skill 5 the monsters usually ignore the player and remain ghostlike if (skill >= 5) if (self.classname != "monster_hellfish") if (random() < 0.99) 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) { // LordHavoc: was if ( /* client.show_hostile < time || */ !infront (client)) if (client.show_hostile < time && !infront (client)) return FALSE; } // // got one // if (client.model == "") return FALSE; self.enemy = client; if (self.enemy.classname != "player" && self.enemy.classname != "turretbase") { self.enemy = self.enemy.enemy; if (self.enemy.classname != "player" && self.enemy.classname != "turretbase") { 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); }; void(float a) monster_setalpha; /* ============= ai_pain stagger back a bit ============= */ void(float dist) ai_pain = { if (self.health < 1) return; ai_back (dist); }; /* ============= ai_painforward stagger back a bit ============= */ void(float dist) ai_painforward = { if (self.health < 1) return; walkmove (self.ideal_yaw, dist); }; /* ============= ai_walk The monster is walking it's beat ============= */ void(float dist) ai_walk = { if (self.health < 1) return; movedist = dist; // check for noticing a player if (self.oldenemy.takedamage) if (self.oldenemy.health >= 1) { self.enemy = self.oldenemy; self.oldenemy = world; FoundTarget(); monster_setalpha(0); return; } if (self.enemy) { if (self.enemy.takedamage) { if (self.enemy.health >= 1) { FoundTarget(); monster_setalpha(0); return; } else self.enemy = world; } else self.enemy = world; } self.findtarget = TRUE; movetogoal (dist); monster_setalpha(0); }; /* ============= ai_stand The monster is staying in one place for a while, with slight angle turns ============= */ void() ai_stand = { if (self.health < 1) return; if (self.enemy) { if (self.enemy.takedamage) { if (self.enemy.health >= 1) { FoundTarget(); monster_setalpha(0); return; } else self.enemy = world; } else self.enemy = world; } self.findtarget = TRUE; if (time > self.pausetime) { self.th_walk (); monster_setalpha(0); return; } // change angle slightly monster_setalpha(0); }; /* ============= ai_turn don't move, but turn towards ideal_yaw ============= */ void() ai_turn = { if (self.enemy) { if (self.enemy.takedamage) { if (self.enemy.health >= 1) { FoundTarget(); monster_setalpha(0); return; } else self.enemy = world; } else self.enemy = world; } self.findtarget = TRUE; ChangeYaw (); monster_setalpha(0); }; //============================================================================= /* ============= ChooseTurn ============= */ void(vector pDestvec) ChooseTurn = { local vector dir, newdir; dir = self.origin - pDestvec; 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() th_checkattack; /* ============= ai_run The monster has an enemy it is trying to kill ============= */ void(float dist) ai_run = { local float ofs; if (self.health < 1) return; movedist = dist; // see if the enemy is dead if (self.enemy.health < 1 || self.enemy.takedamage == DAMAGE_NO) { self.enemy = world; // FIXME: look all around for other targets if (self.oldenemy.health >= 1 && self.oldenemy.takedamage) { self.enemy = self.oldenemy; self.oldenemy = world; HuntTarget (); } else { if (self.movetarget) self.th_walk (); else self.th_stand (); return; } } // wake up other monsters self.show_hostile = time + 1; // check knowledge of enemy enemy_range = range(self.enemy); self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin); ChangeYaw (); if (self.attack_state == AS_MELEE) { //dprint ("ai_run_melee\n"); //Turn and close until within an angle to launch a melee attack if (FacingIdeal()) { self.th_melee (); self.attack_state = AS_STRAIGHT; } return; } else if (self.attack_state == AS_MISSILE) { //dprint ("ai_run_missile\n"); //Turn in place until within an angle to launch a missile attack if (FacingIdeal()) if (self.th_missile ()) self.attack_state = AS_STRAIGHT; return; } if (self.th_checkattack()) return; // beginning an attack if (visible(self.enemy)) self.search_time = time + 5; else if (coop) { // look for other coop players if (self.search_time < time) self.findtarget = TRUE; } if (self.attack_state == AS_SLIDING) { //dprint ("ai_run_slide\n"); //Strafe sideways, but stay at aproximately the same range if (self.lefty) ofs = 90; else ofs = -90; if (walkmove (self.ideal_yaw + ofs, movedist)) return; self.lefty = !self.lefty; walkmove (self.ideal_yaw - ofs, movedist); } // head straight in movetogoal (dist); // done in C code... };