// 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, bscale;
short painsound, diesound;
char *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" },
};
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;
strcpy_s(m->name, t->name);
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) gp()->dealloc(monsters[i], sizeof(dynent));
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, vec &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) return false;
float x = lx;
float y = ly;
int i = 0;
for(;;)
{
sqr *s = S(fast_f2nat(x), fast_f2nat(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;
};
bool enemylos(dynent *m, vec &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;
if(m->blocked) // special case: if we run into scenery
{
m->blocked = false;
if(!rnd(20000/monstertypes[m->mtype].speed)) // try to jump over obstackle (rare)
{
m->jumpnext = true;
}
else if(m->trigger<lastmillis && (m->monsterstate!=M_HOME || !rnd(5))) // search for a way around (common)
{
m->targetyaw += 180+rnd(180); // patented "random walk" AI pathfinding (tm) ;)
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
{
vec 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)
{
vec 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)
{
if(d->monsterstate) // a monster hit us
{
if(m!=d) // guard for RL guys shooting themselves :)
{
m->anger++; // don't attack straight away, first get angry
int anger = m->mtype==d->mtype ? m->anger/2 : m->anger;
if(anger>=monstertypes[m->mtype].loyalty) m->enemy = d; // monster infight if very angry
};
}
else // player hit us
{
m->anger = 0;
m->enemy = d;
};
transition(m, M_PAIN, 0, monstertypes[m->mtype].pain,200); // in this state monster won't attack
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!");
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);
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;
vec v = { e.x, e.y, 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);
};