Example #1
0
/*
=============
ai_run

The monster has an enemy it is trying to kill
=============
*/
void ai_run( float dist )
{
	vec3_t tmpv;

	if ( k_bloodfest )
	{
		if ( (int)self->s.v.flags & FL_SWIM )
		{
			dist *= 5; // let fish swim faster in bloodfest mode.
		}
		else if ( self->bloodfest_boss )
		{
			dist *= 2; // let boss move faster
		}
	}

	movedist = dist;

	// see if the enemy is dead
	if ( ISDEAD( PROG_TO_EDICT( self->s.v.enemy ) ) || ( (int)PROG_TO_EDICT( self->s.v.enemy )->s.v.flags & FL_NOTARGET ) )
	{
		self->s.v.enemy = EDICT_TO_PROG( world );

		// FIXME: look all around for other targets
		if ( self->oldenemy && ISLIVE( self->oldenemy ) && !( (int)self->oldenemy->s.v.flags & FL_NOTARGET ) )
		{
			self->s.v.enemy = EDICT_TO_PROG( self->oldenemy );
			HuntTarget ();
		}
		else
		{
			if ( !self->movetarget || self->movetarget == world )
			{
				if ( self->th_stand )
					self->th_stand();
			}
			else
			{
				if ( self->th_walk )
					self->th_walk();
			}

			return;
		}
	}

	self->show_hostile = g_globalvars.time + 1;		// wake up other monsters

// check knowledge of enemy
	enemy_vis = visible( PROG_TO_EDICT( self->s.v.enemy ) );
	if ( enemy_vis )
		self->search_time = g_globalvars.time + 5; // does not search for enemy next 5 seconds

// look for other coop players
	if ( coop && self->search_time < g_globalvars.time )
	{
		if ( FindTarget() )
		{
			// this is fix for too frequent enemy sighting, required for bloodfest mode.
			if ( !visible( PROG_TO_EDICT( self->s.v.enemy ) ) )
			{
				self->search_time = g_globalvars.time + 5; // does not search for enemy next 5 seconds
			}
			return;
		}
	}

	enemy_infront = infront( PROG_TO_EDICT( self->s.v.enemy ) );
	enemy_range   = range( PROG_TO_EDICT( self->s.v.enemy ) );
	VectorSubtract( PROG_TO_EDICT( self->s.v.enemy )->s.v.origin, self->s.v.origin, tmpv);
	enemy_yaw     = vectoyaw( tmpv );

	if ( self->attack_state == AS_MISSILE )
	{
		//dprint ("ai_run_missile\n");
		ai_run_missile();
		return;
	}

	if ( self->attack_state == AS_MELEE )
	{
		//dprint ("ai_run_melee\n");
		ai_run_melee();
		return;
	}

	if ( CheckAnyAttack() )
		return;					// beginning an attack

	if ( self->attack_state == AS_SLIDING )
	{
		ai_run_slide();
		return;
	}

	// head straight in
	movetogoal( dist );		// done in C code...
}
Example #2
0
/*
=============
ai_checkattack

Decides if we're going to attack or do something else
used by ai_run and ai_stand
=============
*/
bool ai_checkattack (edict_t *self, float dist)
{
	vec3_t		temp;
	bool	hesDeadJim;

// this causes monsters to run blindly to the combat point w/o firing
	if (self->goalentity)
	{
		if (self->monsterinfo.aiflags & AI_COMBAT_POINT)
			return false;

		if (self->monsterinfo.aiflags & AI_SOUND_TARGET)
		{
			if (level.time - self->enemy->teleport_time > 5000)
			{
				if (self->goalentity == self->enemy) {
					if (self->movetarget)
						self->goalentity = self->movetarget;
					else
						self->goalentity = NULL;
				}
				self->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
				if (self->monsterinfo.aiflags & AI_TEMP_STAND_GROUND)
					self->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
			}
			else
			{
				self->show_hostile = level.time + 1000;
				return false;
			}
		}
	}

	enemy_vis = false;

// see if the enemy is dead
	hesDeadJim = false;
	if ((!self->enemy) || (!self->enemy->r.inuse))
	{
		hesDeadJim = true;
	}
	else if (self->monsterinfo.aiflags & AI_MEDIC)
	{
		if (self->enemy->health > 0)
		{
			hesDeadJim = true;
			self->monsterinfo.aiflags &= ~AI_MEDIC;
		}
	}
	else
	{
		if (self->monsterinfo.aiflags & AI_BRUTAL)
		{
			if (self->enemy->health <= -80)
				hesDeadJim = true;
		}
		else
		{
			if (self->enemy->health <= 0)
				hesDeadJim = true;
		}
	}

	if (hesDeadJim)
	{
		self->enemy = NULL;
	// FIXME: look all around for other targets
		if (self->oldenemy && self->oldenemy->health > 0)
		{
			self->enemy = self->oldenemy;
			self->oldenemy = NULL;
			HuntTarget (self);
		}
		else
		{
			if (self->movetarget)
			{
				self->goalentity = self->movetarget;
				self->monsterinfo.walk (self);
			}
			else
			{
				// we need the pausetime otherwise the stand code
				// will just revert to walking with no target and
				// the monsters will wonder around aimlessly trying
				// to hunt the world entity
				self->monsterinfo.pausetime = level.time + 100000000;
				self->monsterinfo.stand (self);
			}
			return true;
		}
	}

	self->show_hostile = level.time + 1000;		// wake up other monsters

// check knowledge of enemy
	enemy_vis = G_Visible(self, self->enemy);
	if (enemy_vis)
	{
		self->monsterinfo.search_time = level.time + 5000;
		VectorCopy (self->enemy->s.origin, self->monsterinfo.last_sighting);
	}

// look for other coop players here
//	if (coop && self->monsterinfo.search_time < level.time)
//	{
//		if (FindTarget (self))
//			return true;
//	}

	enemy_infront = G_InFront(self, self->enemy);
	enemy_range = range(self, self->enemy);
	VectorSubtract (self->enemy->s.origin, self->s.origin, temp);
	enemy_yaw = vectoyaw(temp);


	// JDC self->ideal_yaw = enemy_yaw;

	if (self->monsterinfo.attack_state == AS_MISSILE)
	{
		ai_run_missile (self);
		return true;
	}
	if (self->monsterinfo.attack_state == AS_MELEE)
	{
		ai_run_melee (self);
		return true;
	}

	// if enemy is not currently visible, we will never attack
	if (!enemy_vis)
		return false;

	return self->monsterinfo.checkattack (self);
}