︙ | | |
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
|
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
|
-
-
-
-
-
+
+
+
+
+
-
-
-
-
-
+
+
+
+
+
|
}
+ (OFMutableArray<Monster *> *)monsters
{
return monsters;
}
+ (instancetype)monsterWithType:(int)type
yaw:(int)yaw
state:(int)state
trigger:(int)trigger
move:(int)move
+ (instancetype)monsterWithType: (int)type
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];
return [[self alloc] initWithType: type
yaw: yaw
state: state
trigger: trigger
move: move];
}
VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill));
// for savegames
+ (void)restoreAll
{
|
︙ | | |
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
|
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
|
-
-
-
-
-
+
+
+
+
+
|
@"a hellpig", @"monster/hellpig" },
{ 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
- (instancetype)initWithType: (int)type
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;
}
|
︙ | | |
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
|
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
|
-
-
-
-
-
+
+
+
+
+
-
-
-
-
-
+
+
+
+
+
-
+
|
for (int i = 0;; i++) {
if ((n -= monstertypes[i].freq) < 0) {
type = i;
break;
}
}
[monsters addObject:[Monster monsterWithType:type
yaw:rnd(360)
state:M_SEARCH
trigger:1000
move:1]];
[monsters addObject: [Monster monsterWithType: type
yaw: rnd(360)
state: M_SEARCH
trigger: 1000
move: 1]];
}
+ (void)resetAll
{
[monsters removeAllObjects];
numkilled = 0;
monstertotal = 0;
spawnremain = 0;
if (m_dmsp) {
nextmonster = mtimestart = lastmillis + 10000;
monstertotal = spawnremain = gamemode < 0 ? skill * 10 : 0;
} else if (m_classicsp) {
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];
Monster *m = [Monster monsterWithType: e.attr2
yaw: e.attr1
state: M_SLEEP
trigger: 100
move: 0];
m.origin = OFMakeVector3D(e.x, e.y, e.z);
[monsters addObject:m];
[monsters addObject: m];
entinmap(m);
monstertotal++;
}
}
}
// height-correct line of sight for monster shooting/seeing
|
︙ | | |
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
|
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
|
-
+
-
+
-
+
|
// where they execute a particular behaviour until the trigger time is hit, and
// then they reevaluate their situation based on the current state, the
// environment etc., and transition to the next state. Transition timeframes are
// parametrized by difficulty level (skill), faster transitions means quicker
// decision making means tougher AI.
// n = at skill 0, n/2 = at skill 10, r = added random factor
- (void)transitionWithState:(int)state moving:(int)moving n:(int)n r:(int)r
- (void)transitionWithState: (int)state moving: (int)moving n: (int)n r: (int)r
{
self.monsterState = state;
self.move = moving;
n = n * 130 / 100;
self.trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
}
- (void)normalizeWithAngle:(float)angle
- (void)normalizeWithAngle: (float)angle
{
while (self.yaw < angle - 180.0f)
self.yaw += 360.0f;
while (self.yaw > angle + 180.0f)
self.yaw -= 360.0f;
}
// main AI thinking routine, called every frame for every monster
- (void)performAction
{
if (self.enemy.state == CS_DEAD) {
self.enemy = Player.player1;
self.anger = 0;
}
[self normalizeWithAngle:self.targetYaw];
[self normalizeWithAngle: self.targetYaw];
// slowly turn monster towards his target
if (self.targetYaw > self.yaw) {
self.yaw += curtime * 0.5f;
if (self.targetYaw < self.yaw)
self.yaw = self.targetYaw;
} else {
self.yaw -= curtime * 0.5f;
|
︙ | | |
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
|
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
|
-
-
-
-
+
+
+
+
-
+
+
+
+
-
+
-
+
+
+
+
-
-
-
-
+
+
+
+
-
-
-
-
+
+
+
+
-
-
-
-
+
+
+
+
-
-
-
-
+
+
+
+
-
+
-
+
-
-
-
-
+
+
+
+
-
+
-
+
-
+
|
if (!rnd(20000 / monstertypes[self.monsterType].speed))
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];
[self transitionWithState: M_SEARCH
moving: 1
n: 400
r: 1000];
}
}
float enemyYaw = -(float)atan2(self.enemy.origin.x - self.origin.x,
self.enemy.origin.y - self.origin.y) /
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];
[self transitionWithState: M_HOME
moving: 1
n: 100
r: 200];
break;
case M_SLEEP: // state classic sp monster start in, wait for visual
// contact
{
OFVector3D target;
if (editmode || !enemylos(self, &target))
return; // skip running physics
[self normalizeWithAngle:enemyYaw];
[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) ||
(disttoenemy < 32 && angle < 90) ||
(disttoenemy < 64 && angle < 45) || angle < 10) {
[self transitionWithState:M_HOME moving:1 n:500 r:200];
[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];
[self transitionWithState: M_ATTACKING
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];
[self transitionWithState: M_HOME
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];
[self transitionWithState: M_AIMING
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];
[self transitionWithState: M_HOME
moving: 1
n: n
r: 0];
}
}
}
break;
}
moveplayer(self, 1, false); // use physics to move monster
}
- (void)incurDamage:(int)damage fromEntity:(__kindof DynamicEntity *)d
- (void)incurDamage: (int)damage fromEntity: (__kindof DynamicEntity *)d
{
// a monster hit us
if ([d isKindOfClass:Monster.class]) {
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);
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];
[self transitionWithState: M_PAIN
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
+ (void)endSinglePlayerWithAllKilled: (bool)allKilled
{
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
{
if (m_dmsp && spawnremain && lastmillis > nextmonster) {
if (spawnremain-- == monstertotal)
conoutf(@"The invasion has begun!");
nextmonster = lastmillis + 1000;
spawnmonster();
}
if (monstertotal && !spawnremain && numkilled == monstertotal)
[self endSinglePlayerWithAllKilled:true];
[self endSinglePlayerWithAllKilled: true];
// equivalent of player entity touch, but only teleports are used
[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
[ents enumerateObjectsUsingBlock: ^ (Entity *e, size_t i, bool *stop) {
if (e.type != TELEPORT)
return;
if (OUTBORD(e.x, e.y))
return;
OFVector3D v =
|
︙ | | |