Differences From Artifact [911d4fb855]:
- File
src/Monster.m
— part of check-in
[75e920ae30]
at
2025-03-29 14:25:43
on branch trunk
— Switch from clang-format to manual formatting
clang-format does too many weird things. (user: js, size: 13378) [annotate] [blame] [check-ins using]
To Artifact [aa7be47ff2]:
- File src/Monster.m — part of check-in [c634a689e7] at 2025-03-29 17:13:40 on branch trunk — More style fixes (user: js, size: 12571) [annotate] [blame] [check-ins using]
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19 20 21 22 23 24 25 | + (OFMutableArray<Monster *> *)monsters { return monsters; } + (instancetype)monsterWithType: (int)type | | | | | | | | | | 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 { 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 { |
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72 73 74 75 76 77 78 | { 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 | | | | | | 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 | { 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 { self = [super init]; if (type >= NUMMONSTERTYPES) { conoutf(@"warning: unknown monster in spawn: %d", type); type = 0; } |
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168 169 170 171 172 173 174 | mtimestart = lastmillis; for (Entity *e in ents) { if (e.type != MONSTER) continue; Monster *m = [Monster monsterWithType: e.attr2 | | | | | | 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 | 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]; m.origin = OFMakeVector3D(e.x, e.y, e.z); [monsters addObject: m]; entinmap(m); monstertotal++; } } } |
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285 286 287 288 289 290 291 | 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 | | | | | < < | | < | | | | | | | | | | | | | | | < | | | | | | | | 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 | 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]; } } 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]; break; // 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); // 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]; } 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]; } 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]; } else { // track player some more int n = monstertypes[self.monsterType].rate; [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 { // 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); 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]; 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(@"score: %d kills in %d seconds", numkilled, (lastmillis - mtimestart) / 1000); monstertotal = 0; startintermission(); } + (void)thinkAll |
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