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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);
}
// 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)
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}
return i >= steps;
}
bool
enemylos(DynamicEntity *m, OFVector3D *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.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);
// 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;
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;
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!"
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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.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.monsterType].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.origin.x - m.origin.x,
m.enemy.origin.y - m.origin.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.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.attacking = true;
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;
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.monsterType].lag,
10);
} else
// track player some more
transition(m, M_HOME, 1,
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) {
// 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
: 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.monsterType].pain, 200);
if ((m.health -= damage) <= 0) {
m.state = CS_DEAD;
m.lastAction = lastmillis;
numkilled++;
player1.frags = numkilled;
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.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) {
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(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);
}
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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) {
monster.move = 0;
moveplayer(monster, 1, false);
}
} else {
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.monsterType].mdlname,
monster.monsterType == 5,
monstertypes[monster.monsterType].mscale / 10.0f);
}
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