// monster.cpp: implements AI for single player monsters, currently client only
#import "Monster.h"
#include "cube.h"
#import "DynamicEntity.h"
#import "Entity.h"
static OFMutableArray<Monster *> *monsters;
static int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;
@implementation Monster
+ (void)initialize
{
monsters = [[OFMutableArray alloc] init];
}
+ (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
{
for (Monster *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,
bscale;
short painsound, diesound;
OFConstantString *name, *mdlname;
}
monstertypes[NUMMONSTERTYPES] = {
{ GUN_FIREBALL, 15, 100, 3, 0, 100, 800, 1, 10, 10, S_PAINO, S_DIE1,
@"an ogre", @"monster/ogro" },
{ GUN_CG, 18, 70, 2, 70, 10, 400, 2, 8, 9, S_PAINR, S_DEATHR,
@"a rhino", @"monster/rhino" },
{ GUN_SG, 14, 120, 1, 100, 300, 400, 4, 14, 14, S_PAINE, S_DEATHE,
@"ratamahatta", @"monster/rat" },
{ GUN_RIFLE, 15, 200, 1, 80, 300, 300, 4, 18, 18, S_PAINS, S_DEATHS,
@"a slith", @"monster/slith" },
{ GUN_RL, 13, 500, 1, 0, 100, 200, 6, 24, 24, S_PAINB, S_DEATHB,
@"bauul", @"monster/bauul" },
{ GUN_BITE, 22, 50, 3, 0, 100, 400, 1, 12, 15, S_PAINP, S_PIGGR2,
@"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" },
};
- (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;
}
struct monstertype *t = &monstertypes[(self.monsterType = type)];
self.eyeHeight = 2.0f;
self.aboveEye = 1.9f;
self.radius *= t->bscale / 10.0f;
self.eyeHeight *= t->bscale / 10.0f;
self.aboveEye *= t->bscale / 10.0f;
self.monsterState = state;
if (state != M_SLEEP)
spawnplayer(self);
self.trigger = lastmillis + trigger;
self.targetYaw = self.yaw = (float)yaw;
self.move = move;
self.enemy = player1;
self.gunSelect = t->gun;
self.maxSpeed = (float)t->speed;
self.health = t->health;
self.armour = 0;
for (size_t i = 0; i < NUMGUNS; i++)
self.ammo[i] = 10000;
self.pitch = 0;
self.roll = 0;
self.state = CS_ALIVE;
self.anger = 0;
self.name = t->name;
return self;
}
- (id)copy
{
Monster *copy = [super copy];
copy->_monsterState = _monsterState;
copy->_monsterType = _monsterType;
copy->_enemy = _enemy;
copy->_targetYaw = _targetYaw;
copy->_trigger = _trigger;
copy->_attackTarget = _attackTarget;
copy->_anger = _anger;
return copy;
}
static 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;
}
}
[monsters addObject:[Monster monsterWithType:type
yaw:rnd(360)
state:M_SEARCH
trigger:1000
move:1]];
}
+ (void)resetAll
{
[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;
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++;
}
}
}
// height-correct line of sight for monster shooting/seeing
static 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)
return false;
float x = lx;
float y = ly;
int i = 0;
for (;;) {
struct sqr *s = S((int)x, (int)y);
if (SOLID(s))
break;
float floor = s->floor;
if (s->type == FHF)
floor -= s->vdelta / 4.0f;
float ceil = s->ceil;
if (s->type == CHF)
ceil += s->vdelta / 4.0f;
float rz = lz - ((lz - bz) * (i / (float)steps));
if (rz < floor || rz > ceil)
break;
v->x = x;
v->y = y;
v->z = rz;
x += dx / (float)steps;
y += dy / (float)steps;
i++;
}
return i >= steps;
}
static bool
enemylos(Monster *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)transitionWithState:(int)state moving:(int)moving n:(int)n r:(int)r
{
self.monsterState = state;
self.move = moving;
n = n * 130 / 100;
self.trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
}
- (void)normalizeWithAngle:(float)angle
{
while (self.yaw < angle - 180.0f)
self.yaw += 360.0f;
while (self.yaw > angle + 180.0f)
self.yaw -= 360.0f;
}
// main AI thinking routine, called every frame for every monster
- (void)performAction
{
if (self.enemy.state == CS_DEAD) {
self.enemy = player1;
self.anger = 0;
}
[self normalizeWithAngle:self.targetYaw];
// slowly turn monster towards his target
if (self.targetYaw > self.yaw) {
self.yaw += curtime * 0.5f;
if (self.targetYaw < self.yaw)
self.yaw = self.targetYaw;
} else {
self.yaw -= curtime * 0.5f;
if (self.targetYaw > self.yaw)
self.yaw = self.targetYaw;
}
float disttoenemy =
OFDistanceOfVectors3D(self.origin, self.enemy.origin);
self.pitch =
atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI;
// special case: if we run into scenery
if (self.blocked) {
self.blocked = false;
// try to jump over obstackle (rare)
if (!rnd(20000 / monstertypes[self.monsterType].speed))
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;
case M_SLEEP: // state classic sp monster start in, wait for visual
// contact
{
OFVector3D target;
if (editmode || !enemylos(self, &target))
return; // skip running physics
[self normalizeWithAngle:enemyYaw];
float angle = (float)fabs(enemyYaw - self.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) {
[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++;
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
{
if (m_dmsp && spawnremain && lastmillis > nextmonster) {
if (spawnremain-- == monstertotal)
conoutf(@"The invasion has begun!");
nextmonster = lastmillis + 1000;
spawnmonster();
}
if (monstertotal && !spawnremain && numkilled == monstertotal)
[self endSinglePlayerWithAllKilled:true];
// equivalent of player entity touch, but only teleports are used
[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
if (e.type != TELEPORT)
return;
if (OUTBORD(e.x, e.y))
return;
OFVector3D v =
OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor);
for (Monster *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;
float dist =
OFDistanceOfVectors3D(monster.origin, v);
v.z -= monster.eyeHeight;
if (dist < 4)
teleport(i, monster);
}
}
}];
for (Monster *monster in monsters)
if (monster.state == CS_ALIVE)
[monster performAction];
}
+ (void)renderAll
{
for (Monster *monster in monsters)
renderclient(monster, false,
monstertypes[monster.monsterType].mdlname,
monster.monsterType == 5,
monstertypes[monster.monsterType].mscale / 10.0f);
}
@end