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+ (OFMutableArray<Monster *> *)monsters
{
return monsters;
}
+ (instancetype)monsterWithType: (int)type
yaw: (int)yaw
state: (int)state
trigger: (int)trigger
move: (int)move
yaw: (int)yaw
state: (int)state
trigger: (int)trigger
move: (int)move
{
return [[self alloc] initWithType: type
yaw: yaw
state: state
trigger: trigger
move: move];
yaw: yaw
state: state
trigger: trigger
move: move];
}
VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill));
// for savegames
+ (void)restoreAll
{
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{ GUN_ICEBALL, 12, 250, 1, 0, 10, 400, 6, 18, 18, S_PAINH, S_DEATHH,
@"a knight", @"monster/knight" },
{ GUN_SLIMEBALL, 15, 100, 1, 0, 200, 400, 2, 13, 10, S_PAIND, S_DEATHD,
@"a goblin", @"monster/goblin" },
};
- (instancetype)initWithType: (int)type
yaw: (int)yaw
state: (int)state
trigger: (int)trigger
move: (int)move
yaw: (int)yaw
state: (int)state
trigger: (int)trigger
move: (int)move
{
self = [super init];
if (type >= NUMMONSTERTYPES) {
conoutf(@"warning: unknown monster in spawn: %d", type);
type = 0;
}
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mtimestart = lastmillis;
for (Entity *e in ents) {
if (e.type != MONSTER)
continue;
Monster *m = [Monster monsterWithType: e.attr2
yaw: e.attr1
state: M_SLEEP
trigger: 100
move: 0];
yaw: e.attr1
state: M_SLEEP
trigger: 100
move: 0];
m.origin = OFMakeVector3D(e.x, e.y, e.z);
[monsters addObject: m];
entinmap(m);
monstertotal++;
}
}
}
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self.jumpNext = true;
// search for a way around (common)
else if (self.trigger < lastmillis &&
(self.monsterState != M_HOME || !rnd(5))) {
// patented "random walk" AI pathfinding (tm) ;)
self.targetYaw += 180 + rnd(180);
[self transitionWithState: M_SEARCH
moving: 1
n: 400
r: 1000];
moving: 1
n: 400
r: 1000];
}
}
float enemyYaw = -(float)atan2(self.enemy.origin.x - self.origin.x,
self.enemy.origin.y - self.origin.y) /
self.enemy.origin.y - self.origin.y) / PI * 180 + 180;
PI * 180 +
180;
switch (self.monsterState) {
case M_PAIN:
case M_ATTACKING:
case M_SEARCH:
if (self.trigger < lastmillis)
[self transitionWithState: M_HOME
moving: 1
n: 100
r: 200];
break;
case M_SLEEP: // state classic sp monster start in, wait for visual
// contact
// state classic sp monster start in, wait for visual contact
case M_SLEEP: {
{
OFVector3D target;
if (editmode || !enemylos(self, &target))
return; // skip running physics
[self normalizeWithAngle: enemyYaw];
float angle = (float)fabs(enemyYaw - self.yaw);
if (disttoenemy < 8 // the better the angle to the player, the
// further the monster can see/hear
|| (disttoenemy < 16 && angle < 135) ||
// the better the angle to the player, the further the monster
// can see/hear
if (disttoenemy < 8 || (disttoenemy < 16 && angle < 135) ||
(disttoenemy < 32 && angle < 90) ||
(disttoenemy < 64 && angle < 45) || angle < 10) {
[self transitionWithState: M_HOME
moving: 1
n: 500
r: 200];
OFVector3D loc = self.origin;
playsound(S_GRUNT1 + rnd(2), &loc);
}
break;
}
case M_AIMING:
// this state is the delay between wanting to shoot and actually
// firing
if (self.trigger < lastmillis) {
self.lastAction = 0;
self.attacking = true;
shoot(self, self.attackTarget);
[self transitionWithState: M_ATTACKING
moving: 0
n: 600
r: 0];
moving: 0
n: 600
r: 0];
}
break;
case M_HOME:
// monster has visual contact, heads straight for player and
// may want to shoot at any time
self.targetYaw = enemyYaw;
if (self.trigger < lastmillis) {
OFVector3D target;
if (!enemylos(self, &target)) {
// no visual contact anymore, let monster get
// as close as possible then search for player
[self transitionWithState: M_HOME
moving: 1
n: 800
r: 500];
moving: 1
n: 800
r: 500];
} else {
// the closer the monster is the more likely he
// wants to shoot
if (!rnd((int)disttoenemy / 3 + 1) &&
self.enemy.state == CS_ALIVE) {
// get ready to fire
self.attackTarget = target;
int n =
monstertypes[self.monsterType].lag;
[self transitionWithState: M_AIMING
moving: 0
n: n
r: 10];
moving: 0
n: n
r: 10];
} else {
// track player some more
int n =
monstertypes[self.monsterType].rate;
[self transitionWithState: M_HOME
moving: 1
n: n
r: 0];
moving: 1
n: n
r: 0];
}
}
}
break;
}
moveplayer(self, 1, false); // use physics to move monster
}
- (void)incurDamage: (int)damage fromEntity: (__kindof DynamicEntity *)d
{
// a monster hit us
if ([d isKindOfClass: Monster.class]) {
Monster *m = (Monster *)d;
// guard for RL guys shooting themselves :)
if (self != m) {
// don't attack straight away, first get angry
self.anger++;
int anger =
(self.monsterType == m.monsterType ? self.anger / 2
: self.anger);
int anger = (self.monsterType == m.monsterType
? self.anger / 2 : self.anger);
if (anger >= monstertypes[self.monsterType].loyalty)
// monster infight if very angry
self.enemy = m;
}
} else {
// player hit us
self.anger = 0;
self.enemy = d;
}
// in this state monster won't attack
[self transitionWithState: M_PAIN
moving: 0
n: monstertypes[self.monsterType].pain
r: 200];
moving: 0
n: monstertypes[self.monsterType].pain
r: 200];
if ((self.health -= damage) <= 0) {
self.state = CS_DEAD;
self.lastAction = lastmillis;
numkilled++;
Player.player1.frags = numkilled;
OFVector3D loc = self.origin;
playsound(monstertypes[self.monsterType].diesound, &loc);
int remain = monstertotal - numkilled;
if (remain > 0 && remain <= 5)
conoutf(@"only %d monster(s) remaining", remain);
} else {
OFVector3D loc = self.origin;
playsound(monstertypes[self.monsterType].painsound, &loc);
}
}
+ (void)endSinglePlayerWithAllKilled: (bool)allKilled
{
conoutf(allKilled ? @"you have cleared the map!"
: @"you reached the exit!");
conoutf(allKilled
? @"you have cleared the map!" : @"you reached the exit!");
conoutf(@"score: %d kills in %d seconds", numkilled,
(lastmillis - mtimestart) / 1000);
monstertotal = 0;
startintermission();
}
+ (void)thinkAll
|