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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
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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
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"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;
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"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;
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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!");
conoutf("score: %d kills in %d seconds", numkilled,
(lastmillis - mtimestart) / 1000);
monstertotal = 0;
startintermission();
};
void
monsterthink()
{
if (m_dmsp && spawnremain && lastmillis > nextmonster) {
if (spawnremain-- == monstertotal)
conoutf("The invasion has begun!");
nextmonster = lastmillis + 1000;
spawnmonster();
};
if (monstertotal && !spawnremain && numkilled == monstertotal)
endsp(true);
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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!");
conoutf(@"score: %d kills in %d seconds", numkilled,
(lastmillis - mtimestart) / 1000);
monstertotal = 0;
startintermission();
};
void
monsterthink()
{
if (m_dmsp && spawnremain && lastmillis > nextmonster) {
if (spawnremain-- == monstertotal)
conoutf(@"The invasion has begun!");
nextmonster = lastmillis + 1000;
spawnmonster();
};
if (monstertotal && !spawnremain && numkilled == monstertotal)
endsp(true);
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