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// monster.cpp: implements AI for single player monsters, currently client only
#include "cube.h"
dvector monsters;
int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;
VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill));
dvector &
getmonsters()
{
return monsters;
}
void
restoremonsterstate()
{
loopv(monsters) if (monsters[i]->state == CS_DEAD) numkilled++;
} // for savegames
#define TOTMFREQ 13
#define NUMMONSTERTYPES 8
struct monstertype // see docs for how these values modify behaviour
{
short gun, speed, health, freq, lag, rate, pain, loyalty, mscale,
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// monster.cpp: implements AI for single player monsters, currently client only
#include "cube.h"
#import "DynamicEntity.h"
static OFMutableArray<DynamicEntity *> *monsters;
static int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;
VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill));
OFArray<DynamicEntity *> *
getmonsters()
{
return monsters;
}
// for savegames
void
restoremonsterstate()
{
for (DynamicEntity *monster in monsters)
if (monster.state == CS_DEAD)
numkilled++;
}
#define TOTMFREQ 13
#define NUMMONSTERTYPES 8
struct monstertype // see docs for how these values modify behaviour
{
short gun, speed, health, freq, lag, rate, pain, loyalty, mscale,
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@"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" },
};
dynent *
basicmonster(int type, int yaw, int state, int trigger, int move)
{
if (type >= NUMMONSTERTYPES) {
conoutf(@"warning: unknown monster in spawn: %d", type);
type = 0;
}
dynent *m = newdynent();
monstertype *t = &monstertypes[m->mtype = 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;
if (state != M_SLEEP)
spawnplayer(m);
m->trigger = lastmillis + trigger;
m->targetyaw = m->yaw = (float)yaw;
m->move = move;
m->enemy = player1;
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;
@autoreleasepool {
strcpy_s(m->name, t->name.UTF8String);
}
monsters.add(m);
return m;
}
void
spawnmonster() // spawn a random monster according to freq distribution in DMSP
{
int n = rnd(TOTMFREQ), type;
for (int i = 0;; i++) {
if ((n -= monstertypes[i].freq) < 0) {
type = i;
break;
}
}
basicmonster(type, rnd(360), M_SEARCH, 1000, 1);
}
void
monsterclear() // called after map start of when toggling edit mode to
// reset/spawn all monsters to initial state
{
loopv(monsters) free(monsters[i]);
monsters.setsize(0);
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;
loopv(ents) if (ents[i].type == MONSTER)
{
dynent *m = basicmonster(
ents[i].attr2, ents[i].attr1, M_SLEEP, 100, 0);
m->o.x = ents[i].x;
m->o.y = ents[i].y;
m->o.z = ents[i].z;
entinmap(m);
monstertotal++;
}
}
}
bool
los(float lx, float ly, float lz, float bx, float by, float bz,
OFVector3D &v) // height-correct line of sight for monster shooting/seeing
{
if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by))
return false;
float dx = bx - lx;
float dy = by - ly;
int steps = (int)(sqrt(dx * dx + dy * dy) / 0.9);
if (!steps)
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@"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" },
};
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();
monstertype *t = &monstertypes[(m.mtype = 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;
if (state != M_SLEEP)
spawnplayer(m);
m.trigger = lastmillis + trigger;
m.targetyaw = m.yaw = (float)yaw;
m.move = move;
m.enemy = player1;
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;
m.name = t->name;
if (monsters == nil)
monsters = [[OFMutableArray alloc] init];
[monsters addObject:m];
return m;
}
void
spawnmonster() // spawn a random monster according to freq distribution in DMSP
{
int n = rnd(TOTMFREQ), type;
for (int i = 0;; i++) {
if ((n -= monstertypes[i].freq) < 0) {
type = i;
break;
}
}
basicmonster(type, rnd(360), M_SEARCH, 1000, 1);
}
// called after map start of when toggling edit mode to reset/spawn all
// monsters to initial state
void
monsterclear()
{
[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;
loopv(ents) if (ents[i].type == MONSTER)
{
DynamicEntity *m = basicmonster(
ents[i].attr2, ents[i].attr1, M_SLEEP, 100, 0);
m.o = OFMakeVector3D(ents[i].x, ents[i].y, ents[i].z);
entinmap(m);
monstertotal++;
}
}
}
// height-correct line of sight for monster shooting/seeing
bool
los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D &v)
{
if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by))
return false;
float dx = bx - lx;
float dy = by - ly;
int steps = (int)(sqrt(dx * dx + dy * dy) / 0.9);
if (!steps)
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y += dy / (float)steps;
i++;
}
return i >= steps;
}
bool
enemylos(dynent *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);
}
// 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.
void
transition(dynent *m, int state, int moving, int n,
int r) // n = at skill 0, n/2 = at skill 10, r = added random factor
{
m->monsterstate = state;
m->move = moving;
n = n * 130 / 100;
m->trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
}
void
normalise(dynent *m, float angle)
{
while (m->yaw < angle - 180.0f)
m->yaw += 360.0f;
while (m->yaw > angle + 180.0f)
m->yaw -= 360.0f;
}
void
monsteraction(
dynent *m) // main AI thinking routine, called every frame for every monster
{
if (m->enemy->state == CS_DEAD) {
m->enemy = player1;
m->anger = 0;
}
normalise(m, m->targetyaw);
if (m->targetyaw > m->yaw) // slowly turn monster towards his target
{
m->yaw += curtime * 0.5f;
if (m->targetyaw < m->yaw)
m->yaw = m->targetyaw;
} else {
m->yaw -= curtime * 0.5f;
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;
// 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;
// search for a way around (common)
else if (m->trigger < lastmillis &&
(m->monsterstate != M_HOME || !rnd(5))) {
// patented "random walk" AI pathfinding (tm) ;)
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 +
180;
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);
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);
playsound(S_GRUNT1 + rnd(2), &m->o);
}
break;
}
case M_AIMING: // this state is the delay between wanting to shoot and
// actually firing
if (m->trigger < lastmillis) {
m->lastaction = 0;
m->attacking = true;
shoot(m, 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;
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;
transition(m, M_AIMING, 0,
monstertypes[m->mtype].lag, 10);
} else // track player some more
{
transition(m, M_HOME, 1,
monstertypes[m->mtype].rate, 0);
}
}
}
break;
}
moveplayer(m, 1, false); // use physics to move monster
}
void
monsterpain(dynent *m, int damage, dynent *d)
{
// a monster hit us
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->mtype == d->mtype ? m->anger / 2 : m->anger;
if (anger >= monstertypes[m->mtype].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);
if ((m->health -= damage) <= 0) {
m->state = CS_DEAD;
m->lastaction = lastmillis;
numkilled++;
player1->frags = numkilled;
playsound(monstertypes[m->mtype].diesound, &m->o);
int remain = monstertotal - numkilled;
if (remain > 0 && remain <= 5)
conoutf(@"only %d monster(s) remaining", remain);
} else
playsound(monstertypes[m->mtype].painsound, &m->o);
}
void
endsp(bool allkilled)
{
conoutf(allkilled ? @"you have cleared the map!"
: @"you reached the exit!");
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y += dy / (float)steps;
i++;
}
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);
}
// 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.move = moving;
n = n * 130 / 100;
m.trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
}
void
normalise(DynamicEntity *m, float angle)
{
while (m.yaw < angle - 180.0f)
m.yaw += 360.0f;
while (m.yaw > angle + 180.0f)
m.yaw -= 360.0f;
}
// main AI thinking routine, called every frame for every monster
void
monsteraction(DynamicEntity *m)
{
if (m.enemy.state == CS_DEAD) {
m.enemy = player1;
m.anger = 0;
}
normalise(m, m.targetyaw);
// slowly turn monster towards his target
if (m.targetyaw > m.yaw) {
m.yaw += curtime * 0.5f;
if (m.targetyaw < m.yaw)
m.yaw = m.targetyaw;
} else {
m.yaw -= curtime * 0.5f;
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;
// 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;
// search for a way around (common)
else if (m.trigger < lastmillis &&
(m.monsterstate != M_HOME || !rnd(5))) {
// patented "random walk" AI pathfinding (tm) ;)
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 +
180;
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);
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;
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.attacking = true;
shoot(m, 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;
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;
transition(m, M_AIMING, 0,
monstertypes[m.mtype].lag, 10);
} else
// track player some more
transition(m, M_HOME, 1,
monstertypes[m.mtype].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) {
// guard for RL guys shooting themselves :)
if (m != d) {
// don't attack straight away, first get angry
m.anger++;
int anger = m.mtype == d.mtype ? m.anger / 2 : m.anger;
if (anger >= monstertypes[m.mtype].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);
if ((m.health -= damage) <= 0) {
m.state = CS_DEAD;
m.lastaction = lastmillis;
numkilled++;
player1.frags = numkilled;
OFVector3D loc = m.o;
playsound(monstertypes[m.mtype].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);
}
}
void
endsp(bool allkilled)
{
conoutf(allkilled ? @"you have cleared the map!"
: @"you reached the exit!");
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nextmonster = lastmillis + 1000;
spawnmonster();
}
if (monstertotal && !spawnremain && numkilled == monstertotal)
endsp(true);
loopv(ents) // equivalent of player entity touch, but only teleports are
// used
{
entity &e = ents[i];
if (e.type != TELEPORT)
continue;
if (OUTBORD(e.x, e.y))
continue;
OFVector3D v =
OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor);
loopv(monsters)
{
if (monsters[i]->state == CS_DEAD) {
if (lastmillis - monsters[i]->lastaction <
2000) {
monsters[i]->move = 0;
moveplayer(monsters[i], 1, false);
}
} else {
v.z += monsters[i]->eyeheight;
vdist(dist, t, monsters[i]->o, v);
v.z -= monsters[i]->eyeheight;
if (dist < 4)
teleport(
(int)(&e - &ents[0]), monsters[i]);
}
}
}
loopv(monsters) if (monsters[i]->state == CS_ALIVE)
monsteraction(monsters[i]);
}
void
monsterrender()
{
loopv(monsters) renderclient(monsters[i], false,
monstertypes[monsters[i]->mtype].mdlname, monsters[i]->mtype == 5,
monstertypes[monsters[i]->mtype].mscale / 10.0f);
}
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nextmonster = lastmillis + 1000;
spawnmonster();
}
if (monstertotal && !spawnremain && numkilled == monstertotal)
endsp(true);
// equivalent of player entity touch, but only teleports are used
loopv(ents)
{
entity &e = ents[i];
if (e.type != TELEPORT)
continue;
if (OUTBORD(e.x, e.y))
continue;
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) {
monster.move = 0;
moveplayer(monster, 1, false);
}
} else {
v.z += monster.eyeheight;
vdist(dist, t, monster.o, v);
v.z -= monster.eyeheight;
if (dist < 4)
teleport((int)(&e - &ents[0]), 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);
}
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