Cube  Diff

Differences From Artifact [c3b07dd60c]:

To Artifact [8b5a6bb4d3]:


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DynamicEntity *
basicmonster(int type, int yaw, int state, int trigger, int move)
{
	if (type >= NUMMONSTERTYPES) {
		conoutf(@"warning: unknown monster in spawn: %d", type);
		type = 0;
	}
	DynamicEntity *m = newdynent();
	struct monstertype *t = &monstertypes[(m.mtype = type)];
	m.eyeheight = 2.0f;
	m.aboveeye = 1.9f;
	DynamicEntity *m = [DynamicEntity entity];
	struct monstertype *t = &monstertypes[(m.monsterType = type)];
	m.eyeHeight = 2.0f;
	m.aboveEye = 1.9f;
	m.radius *= t->bscale / 10.0f;
	m.eyeheight *= t->bscale / 10.0f;
	m.aboveeye *= t->bscale / 10.0f;
	m.monsterstate = state;
	m.eyeHeight *= t->bscale / 10.0f;
	m.aboveEye *= t->bscale / 10.0f;
	m.monsterState = state;
	if (state != M_SLEEP)
		spawnplayer(m);
	m.trigger = lastmillis + trigger;
	m.targetyaw = m.yaw = (float)yaw;
	m.targetYaw = m.yaw = (float)yaw;
	m.move = move;
	m.enemy = player1;
	m.gunselect = t->gun;
	m.maxspeed = (float)t->speed;
	m.gunSelect = t->gun;
	m.maxSpeed = (float)t->speed;
	m.health = t->health;
	m.armour = 0;
	loopi(NUMGUNS) m.ammo[i] = 10000;
	m.pitch = 0;
	m.roll = 0;
	m.state = CS_ALIVE;
	m.anger = 0;
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		for (Entity *e in ents) {
			if (e.type != MONSTER)
				continue;

			DynamicEntity *m =
			    basicmonster(e.attr2, e.attr1, M_SLEEP, 100, 0);
			m.o = OFMakeVector3D(e.x, e.y, e.z);
			m.origin = OFMakeVector3D(e.x, e.y, e.z);
			entinmap(m);
			monstertotal++;
		}
	}
}

// height-correct line of sight for monster shooting/seeing
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	}
	return i >= steps;
}

bool
enemylos(DynamicEntity *m, OFVector3D *v)
{
	*v = m.o;
	return los(
	    m.o.x, m.o.y, m.o.z, m.enemy.o.x, m.enemy.o.y, m.enemy.o.z, v);
	*v = m.origin;
	return los(m.origin.x, m.origin.y, m.origin.z, m.enemy.origin.x,
	    m.enemy.origin.y, m.enemy.origin.z, v);
}

// monster AI is sequenced using transitions: they are in a particular state
// 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
transition(DynamicEntity *m, int state, int moving, int n, int r)
{
	m.monsterstate = state;
	m.monsterState = state;
	m.move = moving;
	n = n * 130 / 100;
	m.trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
}

void
normalise(DynamicEntity *m, float angle)
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void
monsteraction(DynamicEntity *m)
{
	if (m.enemy.state == CS_DEAD) {
		m.enemy = player1;
		m.anger = 0;
	}
	normalise(m, m.targetyaw);
	normalise(m, m.targetYaw);
	// slowly turn monster towards his target
	if (m.targetyaw > m.yaw) {
	if (m.targetYaw > m.yaw) {
		m.yaw += curtime * 0.5f;
		if (m.targetyaw < m.yaw)
			m.yaw = m.targetyaw;
		if (m.targetYaw < m.yaw)
			m.yaw = m.targetYaw;
	} else {
		m.yaw -= curtime * 0.5f;
		if (m.targetyaw > m.yaw)
			m.yaw = m.targetyaw;
		if (m.targetYaw > m.yaw)
			m.yaw = m.targetYaw;
	}

	vdist(disttoenemy, vectoenemy, m.o, m.enemy.o);
	m.pitch = atan2(m.enemy.o.z - m.o.z, disttoenemy) * 180 / PI;
	vdist(disttoenemy, vectoenemy, m.origin, m.enemy.origin);
	m.pitch = atan2(m.enemy.origin.z - m.origin.z, disttoenemy) * 180 / PI;

	// special case: if we run into scenery
	if (m.blocked) {
		m.blocked = false;
		// try to jump over obstackle (rare)
		if (!rnd(20000 / monstertypes[m.mtype].speed))
			m.jumpnext = true;
		if (!rnd(20000 / monstertypes[m.monsterType].speed))
			m.jumpNext = true;
		// search for a way around (common)
		else if (m.trigger < lastmillis &&
		    (m.monsterstate != M_HOME || !rnd(5))) {
		    (m.monsterState != M_HOME || !rnd(5))) {
			// patented "random walk" AI pathfinding (tm) ;)
			m.targetyaw += 180 + rnd(180);
			m.targetYaw += 180 + rnd(180);
			transition(m, M_SEARCH, 1, 400, 1000);
		}
	}

	float enemyyaw =
	    -(float)atan2(m.enemy.o.x - m.o.x, m.enemy.o.y - m.o.y) / PI * 180 +
	float enemyYaw = -(float)atan2(m.enemy.origin.x - m.origin.x,
	                     m.enemy.origin.y - m.origin.y) /
	        PI * 180 +
	    180;

	switch (m.monsterstate) {
	switch (m.monsterState) {
	case M_PAIN:
	case M_ATTACKING:
	case M_SEARCH:
		if (m.trigger < lastmillis)
			transition(m, M_HOME, 1, 100, 200);
		break;

	case M_SLEEP: // state classic sp monster start in, wait for visual
	              // contact
	{
		OFVector3D target;
		if (editmode || !enemylos(m, &target))
			return; // skip running physics
		normalise(m, enemyyaw);
		float angle = (float)fabs(enemyyaw - m.yaw);
		normalise(m, enemyYaw);
		float angle = (float)fabs(enemyYaw - m.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) {
			transition(m, M_HOME, 1, 500, 200);
			OFVector3D loc = m.o;
			OFVector3D loc = m.origin;
			playsound(S_GRUNT1 + rnd(2), &loc);
		}
		break;
	}

	case M_AIMING:
		// this state is the delay between wanting to shoot and actually
		// firing
		if (m.trigger < lastmillis) {
			m.lastaction = 0;
			m.lastAction = 0;
			m.attacking = true;
			OFVector3D attacktarget = m.attacktarget;
			shoot(m, &attacktarget);
			OFVector3D attackTarget = m.attackTarget;
			shoot(m, &attackTarget);
			transition(m, M_ATTACKING, 0, 600, 0);
		}
		break;

	case M_HOME:
		// monster has visual contact, heads straight for player and
		// may want to shoot at any time
		m.targetyaw = enemyyaw;
		m.targetYaw = enemyYaw;
		if (m.trigger < lastmillis) {
			OFVector3D target;
			if (!enemylos(m, &target)) {
				// no visual contact anymore, let monster get
				// as close as possible then search for player
				transition(m, M_HOME, 1, 800, 500);
			} else {
				// the closer the monster is the more likely he
				// wants to shoot
				if (!rnd((int)disttoenemy / 3 + 1) &&
				    m.enemy.state == CS_ALIVE) {
					// get ready to fire
					m.attacktarget = target;
					m.attackTarget = target;
					transition(m, M_AIMING, 0,
					    monstertypes[m.mtype].lag, 10);
					    monstertypes[m.monsterType].lag,
					    10);
				} else
					// track player some more
					transition(m, M_HOME, 1,
					    monstertypes[m.mtype].rate, 0);
					    monstertypes[m.monsterType].rate,
					    0);
			}
		}
		break;
	}

	moveplayer(m, 1, false); // use physics to move monster
}

void
monsterpain(DynamicEntity *m, int damage, DynamicEntity *d)
{
	// a monster hit us
	if (d.monsterstate) {
	if (d.monsterState) {
		// guard for RL guys shooting themselves :)
		if (m != d) {
			// don't attack straight away, first get angry
			m.anger++;
			int anger = m.monsterType == d.monsterType ? m.anger / 2
			int anger = m.mtype == d.mtype ? m.anger / 2 : m.anger;
			if (anger >= monstertypes[m.mtype].loyalty)
			                                           : m.anger;
			if (anger >= monstertypes[m.monsterType].loyalty)
				// monster infight if very angry
				m.enemy = d;
		}
	} else {
		// player hit us
		m.anger = 0;
		m.enemy = d;
	}
	// in this state monster won't attack
	transition(m, M_PAIN, 0, monstertypes[m.mtype].pain, 200);
	transition(m, M_PAIN, 0, monstertypes[m.monsterType].pain, 200);
	if ((m.health -= damage) <= 0) {
		m.state = CS_DEAD;
		m.lastaction = lastmillis;
		m.lastAction = lastmillis;
		numkilled++;
		player1.frags = numkilled;
		OFVector3D loc = m.o;
		playsound(monstertypes[m.mtype].diesound, &loc);
		OFVector3D loc = m.origin;
		playsound(monstertypes[m.monsterType].diesound, &loc);
		int remain = monstertotal - numkilled;
		if (remain > 0 && remain <= 5)
			conoutf(@"only %d monster(s) remaining", remain);
	} else {
		OFVector3D loc = m.o;
		playsound(monstertypes[m.mtype].painsound, &loc);
		OFVector3D loc = m.origin;
		playsound(monstertypes[m.monsterType].painsound, &loc);
	}
}

void
endsp(bool allkilled)
{
	conoutf(allkilled ? @"you have cleared the map!"
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		if (OUTBORD(e.x, e.y))
			return;

		OFVector3D v =
		    OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor);
		for (DynamicEntity *monster in monsters) {
			if (monster.state == CS_DEAD) {
				if (lastmillis - monster.lastaction < 2000) {
				if (lastmillis - monster.lastAction < 2000) {
					monster.move = 0;
					moveplayer(monster, 1, false);
				}
			} else {
				v.z += monster.eyeheight;
				vdist(dist, t, monster.o, v);
				v.z -= monster.eyeheight;
				v.z += monster.eyeHeight;
				vdist(dist, t, monster.origin, v);
				v.z -= monster.eyeHeight;

				if (dist < 4)
					teleport(i, monster);
			}
		}
	}];

	for (DynamicEntity *monster in monsters)
		if (monster.state == CS_ALIVE)
			monsteraction(monster);
}

void
monsterrender()
{
	for (DynamicEntity *monster in monsters)
		renderclient(monster, false,
		    monstertypes[monster.mtype].mdlname, monster.mtype == 5,
		    monstertypes[monster.mtype].mscale / 10.0f);
		    monstertypes[monster.monsterType].mdlname,
		    monster.monsterType == 5,
		    monstertypes[monster.monsterType].mscale / 10.0f);
}