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  1. void() t_movetarget;
  2. /*
  3.  
  4. .enemy
  5. Will be world if not currently angry at anyone.
  6.  
  7. .movetarget
  8. The next path spot to walk toward.  If .enemy, ignore .movetarget.
  9. When an enemy is killed, the monster will try to return to it's path.
  10.  
  11. .huntt_ime
  12. Set to time + something when the player is in sight, but movement straight for
  13. him is blocked.  This causes the monster to use wall following code for
  14. movement direction instead of sighting on the player.
  15.  
  16. .ideal_yaw
  17. A yaw angle of the intended direction, which will be turned towards at up
  18. to 45 deg / state.  If the enemy is in view and hunt_time is not active,
  19. this will be the exact line towards the enemy.
  20.  
  21. .pausetime
  22. A monster will leave it's stand state and head towards it's .movetarget when
  23. time > .pausetime.
  24.  
  25. walkmove(angle, speed) primitive is all or nothing
  26. */
  27.  
  28. //
  29. // when a monster becomes angry at a player, that monster will be used
  30. // as the sight target the next frame so that monsters near that one
  31. // will wake up even if they wouldn't have noticed the player
  32. //
  33. entity  sight_entity;
  34. float   sight_entity_time;
  35.  
  36. float(float v) anglemod =
  37. {
  38.     while (v >= 360)
  39.         v = v - 360;
  40.     while (v < 0)
  41.         v = v + 360;
  42.     return v;
  43. };
  44.  
  45. /*
  46. ==============================================================================
  47.  
  48. MOVETARGET CODE
  49.  
  50. The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
  51.  
  52. targetname
  53. must be present.  The name of this movetarget.
  54.  
  55. target
  56. the next spot to move to.  If not present, stop here for good.
  57.  
  58. pausetime
  59. The number of seconds to spend standing or bowing for path_stand or path_bow
  60.  
  61. ==============================================================================
  62. */
  63.  
  64.  
  65. void() movetarget_f =
  66. {
  67.     if (!self.targetname)
  68.         objerror ("monster_movetarget: no targetname");
  69.        
  70.     self.solid = SOLID_TRIGGER;
  71.     self.touch = t_movetarget;
  72.     setsize (self, '-8 -8 -8', '8 8 8');
  73.    
  74. };
  75.  
  76. /*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
  77. Monsters will continue walking towards the next target corner.
  78. */
  79. void() path_corner =
  80. {
  81.     movetarget_f ();
  82. };
  83.  
  84.  
  85. /*
  86. =============
  87. t_movetarget
  88.  
  89. Something has bumped into a movetarget.  If it is a monster
  90. moving towards it, change the next destination and continue.
  91. ==============
  92. */
  93. void() t_movetarget =
  94. {
  95. local entity    temp;
  96.  
  97.     if (other.movetarget != self)
  98.         return;
  99.    
  100.     if (other.enemy)
  101.         return;     // fighting, not following a path
  102.  
  103.     temp = self;
  104.     self = other;
  105.     other = temp;
  106.  
  107.     if (self.classname == "monster_ogre")
  108.         sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
  109.  
  110. //dprint ("t_movetarget\n");
  111.     self.goalentity = self.movetarget = find (world, targetname, other.target);
  112.     self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
  113.     if (!self.movetarget)
  114.     {
  115.         self.pausetime = time + 999999;
  116.         self.th_stand ();
  117.         return;
  118.     }
  119. };
  120.  
  121.  
  122.  
  123. //============================================================================
  124.  
  125. /*
  126. =============
  127. range
  128.  
  129. returns the range catagorization of an entity reletive to self
  130. 0   melee range, will become hostile even if back is turned
  131. 1   visibility and infront, or visibility and show hostile
  132. 2   infront and show hostile
  133. 3   only triggered by damage
  134. =============
  135. */
  136. float(entity targ) range =
  137. {
  138.     local vector    spot1, spot2;
  139.     local float     r; 
  140.  
  141.     spot1 = self.origin + self.view_ofs;
  142.     spot2 = targ.origin + targ.view_ofs;
  143.    
  144.     r = vlen (spot1 - spot2);
  145.     if (r < 120)
  146.         return RANGE_MELEE;
  147.     if (r < 500)
  148.         return RANGE_NEAR;
  149.     if (r < 1000)
  150.         return RANGE_MID;
  151.     return RANGE_FAR;
  152. };
  153.  
  154. /*
  155. =============
  156. visible
  157.  
  158. returns 1 if the entity is visible to self, even if not infront ()
  159. =============
  160. */
  161. BOOL (entity targ) visible =
  162. {
  163.     local vector    spot1, spot2;
  164.    
  165.     spot1 = self.origin + self.view_ofs;
  166.     spot2 = targ.origin + targ.view_ofs;
  167.     traceline (spot1, spot2, TRUE, self);   // see through other monsters
  168.    
  169.     if (trace_inopen && trace_inwater)
  170.         return FALSE;           // sight line crossed contents
  171.  
  172.     if (trace_fraction == 1)
  173.         return TRUE;
  174.     return FALSE;
  175. };
  176.  
  177.  
  178. /*
  179. =============
  180. infront
  181.  
  182. returns 1 if the entity is in front (in sight) of self
  183. =============
  184. */
  185. BOOL(entity targ) infront =
  186. {
  187.     local vector    vec;
  188.     local float     dot;
  189.    
  190.     makevectors (self.angles);
  191.     vec = normalize (targ.origin - self.origin);
  192.     dot = vec * v_forward;
  193.    
  194.     if ( dot > 0.3)
  195.     {
  196.         return TRUE;
  197.     }
  198.     return FALSE;
  199. };
  200.  
  201.  
  202. //============================================================================
  203.  
  204. /*
  205. ===========
  206. ChangeYaw
  207.  
  208. Turns towards self.ideal_yaw at self.yaw_speed
  209. Sets the global variable current_yaw
  210. Called every 0.1 sec by monsters
  211. ============
  212. */
  213. /*
  214. void() ChangeYaw =
  215. {
  216.     local float     ideal, move, current_yaw;
  217.  
  218. //current_yaw = self.ideal_yaw;
  219. // mod down the current angle
  220.     current_yaw = anglemod( self.angles_y );
  221.     ideal = self.ideal_yaw;
  222.    
  223.     if (current_yaw == ideal)
  224.         return;
  225.    
  226.     move = ideal - current_yaw;
  227.     if (ideal > current_yaw)
  228.     {
  229.         if (move > 180)
  230.             move = move - 360;
  231.     }
  232.     else
  233.     {
  234.         if (move < -180)
  235.             move = move + 360;
  236.     }
  237.        
  238.     if (move > 0)
  239.     {
  240.         if (move > self.yaw_speed)
  241.             move = self.yaw_speed;
  242.     }
  243.     else
  244.     {
  245.         if (move < 0-self.yaw_speed )
  246.             move = 0-self.yaw_speed;
  247.     }
  248.  
  249.     current_yaw = anglemod (current_yaw + move);
  250.  
  251.     self.angles_y = current_yaw;
  252. };
  253. */
  254.  
  255.  
  256. //============================================================================
  257.  
  258. void() HuntTarget =
  259. {
  260.     self.goalentity = self.enemy;
  261.     self.think = self.th_run;
  262.     self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
  263.     self.nextthink = time + 0.1;
  264.     SUB_AttackFinished (1); // wait a while before first attack
  265. };
  266.  
  267. void() SightSound =
  268. {
  269.     local float rsnd;
  270.     local string s;
  271.  
  272.     switch (self.classname)
  273.     {
  274.     case "monster_ogre":
  275.         s = "ogre/ogwake.wav";
  276.         break;
  277.     case "monster_knight":
  278.         s = "knight/ksight.wav";
  279.         break;
  280.     case "monster_shambler":
  281.         s = "shambler/ssight.wav";
  282.         break;
  283.     case "monster_demon1":
  284.         s = "demon/sight2.wav";
  285.         break;
  286.     case "monster_wizard":
  287.         s = "wizard/wsight.wav";
  288.         break;
  289.     case "monster_zombie":
  290.         s = "zombie/z_idle.wav";
  291.         break;
  292.     case "monster_dog":
  293.         s = "dog/dsight.wav";
  294.         break;
  295.     case "monster_hell_knight":
  296.         s = "hknight/sight1.wav";
  297.         break;
  298.     case "monster_tarbaby":
  299.         s = "blob/sight1.wav";
  300.         break;
  301.     case "monster_enforcer":
  302.         rsnd = random();
  303.         if (rsnd < 0.25)
  304.             s = "enforcer/sight1.wav";
  305.         else if (rsnd < 0.5)
  306.             s = "enforcer/sight2.wav";
  307.         else if (rsnd < 0.75)
  308.             s = "enforcer/sight3.wav";
  309.         else
  310.             s = "enforcer/sight4.wav";
  311.         break;
  312.     case "monster_shalrath":
  313.         s = "shalrath/sight.wav";
  314.         break;
  315.     default:
  316.         s = "soldier/sight1.wav";
  317.     }
  318.  
  319.     sound (self, CHAN_VOICE, s, 1, ATTN_NORM);
  320. };
  321.  
  322. void() FoundTarget =
  323. {
  324.     if (self.enemy.classname == "player")
  325.     {   // let other monsters see this monster for a while
  326.         sight_entity = self;
  327.         sight_entity_time = time;
  328.     }
  329.    
  330.     self.show_hostile = time + 1;       // wake up other monsters
  331.  
  332.     SightSound ();
  333.     HuntTarget ();
  334. };
  335.  
  336. /*
  337. ===========
  338. FindTarget
  339.  
  340. Self is currently not attacking anything, so try to find a target
  341.  
  342. Returns TRUE if an enemy was sighted
  343.  
  344. When a player fires a missile, the point of impact becomes a fakeplayer so
  345. that monsters that see the impact will respond as if they had seen the
  346. player.
  347.  
  348. To avoid spending too much time, only a single client (or fakeclient) is
  349. checked each frame.  This means multi player games will have slightly
  350. slower noticing monsters.
  351. ============
  352. */
  353. BOOL() FindTarget =
  354. {
  355.     local entity    client;
  356.     local float     r;
  357.  
  358. // if the first spawnflag bit is set, the monster will only wake up on
  359. // really seeing the player, not another monster getting angry
  360.  
  361. // spawnflags & 3 is a big hack, because zombie crucified used the first
  362. // spawn flag prior to the ambush flag, and I forgot about it, so the second
  363. // spawn flag works as well
  364.     if (sight_entity_time >= time - 0.1 && !(self.spawnflags & 3) )
  365.     {
  366.         client = sight_entity;
  367.         if (client.enemy == self.enemy)
  368.             return TRUE;
  369.     }
  370.     else
  371.     {
  372.         client = checkclient ();
  373.         if (!client)
  374.             return FALSE;   // current check entity isn't in PVS
  375.     }
  376.  
  377.     if (client == self.enemy)
  378.         return FALSE;
  379.  
  380.     if (client.flags & FL_NOTARGET)
  381.         return FALSE;
  382.     if (client.items & IT_INVISIBILITY)
  383.         return FALSE;
  384.  
  385.     r = range (client);
  386.     if (r == RANGE_FAR)
  387.         return FALSE;
  388.        
  389.     if (!visible (client))
  390.         return FALSE;
  391.  
  392.     if (r == RANGE_NEAR)
  393.     {
  394.         if (client.show_hostile < time && !infront (client))
  395.             return FALSE;
  396.     }
  397.     else if (r == RANGE_MID)
  398.     {
  399.         if ( /* client.show_hostile < time || */ !infront (client))
  400.             return FALSE;
  401.     }
  402.    
  403. //
  404. // got one
  405. //
  406.     self.enemy = client;
  407.     if (self.enemy.classname != "player")
  408.     {
  409.         self.enemy = self.enemy.enemy;
  410.         if (self.enemy.classname != "player")
  411.         {
  412.             self.enemy = world;
  413.             return FALSE;
  414.         }
  415.     }
  416.    
  417.     FoundTarget ();
  418.  
  419.     return TRUE;
  420. };
  421.  
  422.  
  423. //=============================================================================
  424.  
  425. void(float dist) ai_forward =
  426. {
  427.     walkmove (self.angles_y, dist);
  428. };
  429.  
  430. void(float dist) ai_back =
  431. {
  432.     walkmove ( (self.angles_y+180), dist);
  433. };
  434.  
  435.  
  436. /*
  437. =============
  438. ai_pain
  439.  
  440. stagger back a bit
  441. =============
  442. */
  443. void(float dist) ai_pain =
  444. {
  445.     ai_back (dist);
  446. /*
  447.     local float away;
  448.    
  449.     away = anglemod (vectoyaw (self.origin - self.enemy.origin)
  450.     + 180*(random()- 0.5) );
  451.    
  452.     walkmove (away, dist);
  453. */
  454. };
  455.  
  456. /*
  457. =============
  458. ai_painforward
  459.  
  460. stagger back a bit
  461. =============
  462. */
  463. void(float dist) ai_painforward =
  464. {
  465.     walkmove (self.ideal_yaw, dist);
  466. };
  467.  
  468. /*
  469. =============
  470. ai_walk
  471.  
  472. The monster is walking it's beat
  473. =============
  474. */
  475. void(float dist) ai_walk =
  476. {
  477. //  movedist = dist;
  478.    
  479.     /*
  480.     There are no dragons!
  481.     if (self.classname == "monster_dragon")
  482.     {
  483.         movetogoal (dist);
  484.         return;
  485.     }
  486.     */
  487.  
  488.     // check for noticing a player
  489.     if (FindTarget ())
  490.         return;
  491.  
  492.     movetogoal (dist);
  493. };
  494.  
  495.  
  496. /*
  497. =============
  498. ai_stand
  499.  
  500. The monster is staying in one place for a while, with slight angle turns
  501. =============
  502. */
  503. void() ai_stand =
  504. {
  505.     if (FindTarget ())
  506.         return;
  507.    
  508.     if (time > self.pausetime)
  509.     {
  510.         self.th_walk ();
  511.         return;
  512.     }
  513.    
  514. // change angle slightly
  515.  
  516. };
  517.  
  518. /*
  519. =============
  520. ai_turn
  521.  
  522. don't move, but turn towards ideal_yaw
  523. =============
  524. */
  525. void() ai_turn =
  526. {
  527.     if (FindTarget ())
  528.         return;
  529.    
  530.     ChangeYaw ();
  531. };
  532.  
  533. //=============================================================================
  534.  
  535. /*
  536. =============
  537. ChooseTurn
  538. =============
  539. */
  540. /*
  541. void(vector dest3) ChooseTurn =
  542. {
  543.     local vector    dir, newdir;
  544.    
  545.     dir = self.origin - dest3;
  546.  
  547.     newdir_x = trace_plane_normal_y;
  548.     newdir_y = 0 - trace_plane_normal_x;
  549.     newdir_z = 0;
  550.    
  551.     if (dir * newdir > 0)
  552.     {
  553.         dir_x = 0 - trace_plane_normal_y;
  554.         dir_y = trace_plane_normal_x;
  555.     }
  556.     else
  557.     {
  558.         dir_x = trace_plane_normal_y;
  559.         dir_y = 0 - trace_plane_normal_x;
  560.     }
  561.  
  562.     dir_z = 0;
  563.     self.ideal_yaw = vectoyaw(dir);
  564. };
  565. */
  566.  
  567. /*
  568. ============
  569. FacingIdeal
  570.  
  571. ============
  572. */
  573. BOOL() FacingIdeal =
  574. {
  575.     local   float   delta;
  576.    
  577.     delta = anglemod(self.angles_y - self.ideal_yaw);
  578.     if (delta > 45 && delta < 315)
  579.         return FALSE;
  580.     return TRUE;
  581. };
  582.  
  583.  
  584. //=============================================================================
  585. BOOL(float enemy_range) DogCheckAttack;
  586. BOOL(float enemy_range) WizardCheckAttack;
  587. BOOL(float enemy_range) DemonCheckAttack;
  588.  
  589. BOOL(float enemy_range) CheckAnyAttack =
  590. {
  591.  
  592.     switch (self.classname)
  593.     {
  594.     case "monster_army":
  595.         return SoldierCheckAttack (enemy_range);
  596.     case "monster_ogre":
  597.         return OgreCheckAttack (enemy_range);
  598.     case "monster_shambler":
  599.         return ShamCheckAttack (enemy_range);
  600.     case "monster_demon1":
  601.         return DemonCheckAttack (enemy_range);
  602.     case "monster_dog":
  603.         return DogCheckAttack (enemy_range);
  604.     case "monster_wizard":
  605.         return WizardCheckAttack (enemy_range);
  606.     }
  607.  
  608.     return CheckAttack (enemy_range);
  609. };
  610.  
  611.  
  612. /*
  613. =============
  614. ai_run_melee
  615.  
  616. Turn and close until within an angle to launch a melee attack
  617. =============
  618. */
  619. void(float enemy_yaw) ai_run_melee =
  620. {
  621.     self.ideal_yaw = enemy_yaw;
  622.     ChangeYaw ();
  623.  
  624.     if (FacingIdeal())
  625.     {
  626.         self.th_melee ();
  627.         self.attack_state = AS_STRAIGHT;
  628.     }
  629. };
  630.  
  631.  
  632. /*
  633. =============
  634. ai_run_missile
  635.  
  636. Turn in place until within an angle to launch a missile attack
  637. =============
  638. */
  639. void(float enemy_yaw) ai_run_missile =
  640. {
  641.     self.ideal_yaw = enemy_yaw;
  642.     ChangeYaw ();
  643.     if (FacingIdeal())
  644.     {
  645.         self.th_missile ();
  646.         self.attack_state = AS_STRAIGHT;
  647.     }
  648. };
  649.  
  650.  
  651. /*
  652. =============
  653. ai_run_slide
  654.  
  655. Strafe sideways, but stay at aproximately the same range
  656. =============
  657. */
  658. void(float enemy_yaw, float movedist) ai_run_slide =
  659. {
  660.     local float ofs;
  661.    
  662.     self.ideal_yaw = enemy_yaw;
  663.     ChangeYaw ();
  664.     if (self.lefty)
  665.         ofs = 90;
  666.     else
  667.         ofs = -90;
  668.    
  669.     if (walkmove (self.ideal_yaw + ofs, movedist))
  670.         return;
  671.        
  672.     self.lefty = 1 - self.lefty;
  673.    
  674.     walkmove (self.ideal_yaw - ofs, movedist);
  675. };
  676.  
  677. /*
  678. =============
  679. ai_run
  680.  
  681. The monster has an enemy it is trying to kill
  682. =============
  683. */
  684. void(float dist) ai_run =
  685. {
  686.     local float enemy_vis, enemy_yaw;
  687.    
  688. // see if the enemy is dead
  689.     if (self.enemy.health <= 0)
  690.     {
  691.         self.enemy = world;
  692.     // FIXME: look all around for other targets
  693.         if (self.oldenemy.health > 0)
  694.         {
  695.             self.enemy = self.oldenemy;
  696.             HuntTarget ();
  697.         }
  698.         else
  699.         {
  700.             if (self.movetarget)
  701.                 self.th_walk ();
  702.             else
  703.                 self.th_stand ();
  704.             return;
  705.         }
  706.     }
  707.  
  708.     self.show_hostile = time + 1;       // wake up other monsters
  709.  
  710. // check knowledge of enemy
  711.     enemy_vis = visible(self.enemy);
  712.     if (enemy_vis)
  713.         self.search_time = time + 5;
  714.  
  715. // look for other coop players
  716.     if (coop && self.search_time < time)
  717.     {
  718.         if (FindTarget ())
  719.             return;
  720.     }
  721.  
  722.     enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
  723.    
  724.     if (self.attack_state == AS_MISSILE)
  725.     {
  726.         ai_run_missile (enemy_yaw);
  727.         return;
  728.     }
  729.     if (self.attack_state == AS_MELEE)
  730.     {
  731.         ai_run_melee (enemy_yaw);
  732.         return;
  733.     }
  734.  
  735.     if (!enemy_vis)
  736.         return;
  737.  
  738.     if (CheckAnyAttack (range(self.enemy)))
  739.         return;                 // beginning an attack
  740.    
  741.     if (self.attack_state == AS_SLIDING)
  742.     {
  743.         ai_run_slide (enemy_yaw, dist);
  744.         return;
  745.     }
  746.        
  747. // head straight in
  748.     movetogoal (dist);      // done in C code...
  749. };
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