/* ================ AIFunc_WarriorZombieMelee ================ */ char *AIFunc_WarriorZombieMelee( cast_state_t *cs ) { gentity_t *ent = &g_entities[cs->entityNum]; int hitDelay = -1, anim; trace_t *tr; if ( !ent->client->ps.torsoTimer ) { return AIFunc_DefaultStart( cs ); } anim = ( ent->client->ps.torsoAnim & ~ANIM_TOGGLEBIT ) - BG_AnimationIndexForString( "attack1", cs->entityNum ); if ( anim < 0 || anim >= NUM_WARRIOR_ANIMS ) { // animation interupted return AIFunc_DefaultStart( cs ); //G_Error( "AIFunc_WarriorZombieMelee: warrior using invalid or unknown attack anim" ); } if ( warriorHitTimes[anim][cs->animHitCount] >= 0 ) { // face them AICast_AimAtEnemy( cs ); if ( !cs->animHitCount ) { hitDelay = warriorHitTimes[anim][cs->animHitCount]; } else { hitDelay = warriorHitTimes[anim][cs->animHitCount] - warriorHitTimes[anim][cs->animHitCount - 1]; } // check for inflicting damage if ( level.time - cs->weaponFireTimes[cs->bs->weaponnum] > hitDelay ) { // do melee damage if ( ( tr = CheckMeleeAttack( ent, 48, qfalse ) ) && ( tr->entityNum == cs->bs->enemy ) ) { G_Damage( &g_entities[tr->entityNum], ent, ent, vec3_origin, tr->endpos, warriorHitDamage[anim], 0, MOD_GAUNTLET ); } G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].staySoundScript ) ); cs->weaponFireTimes[cs->bs->weaponnum] = level.time; cs->animHitCount++; } else { // if they are outside range, move forward if ( anim != 4 && !CheckMeleeAttack( ent, 48, qfalse ) ) { //ent->client->ps.torsoTimer = 0; ent->client->ps.legsTimer = 0; // allow legs us to move //return AIFunc_DefaultStart(cs); trap_EA_MoveForward( cs->entityNum ); } } } return NULL; }
/* =============== AIFunc_LoperAttack1() Loper's close range melee attack =============== */ char *AIFunc_LoperAttack1( cast_state_t *cs ) { trace_t *tr; gentity_t *ent; // ent = &g_entities[cs->entityNum]; // // draw the client-side lightning effect //ent->client->ps.eFlags |= EF_MONSTER_EFFECT; // // have we inflicted the damage? if ( cs->weaponFireTimes[WP_MONSTER_ATTACK1] > cs->thinkFuncChangeTime ) { // has the animation finished? if ( cs->thinkFuncChangeTime < level.time - LOPER_MELEE_DURATION ) { return AIFunc_DefaultStart( cs ); } return NULL; // just wait for anim to finish } // ready to inflict damage? if ( cs->thinkFuncChangeTime < level.time - LOPER_MELEE_DAMAGE_DELAY ) { // check for damage // TTimo: assignment used as truth value if ( ( tr = CheckMeleeAttack( &g_entities[cs->entityNum], LOPER_MELEE_RANGE, qfalse ) ) ) { G_Damage( &g_entities[tr->entityNum], ent, ent, vec3_origin, tr->endpos, LOPER_MELEE_DAMAGE, 0, MOD_LOPER_HIT ); } cs->weaponFireTimes[WP_MONSTER_ATTACK1] = level.time; } return NULL; }
char *AIFunc_BlackGuardAttack1( cast_state_t *cs ) { gentity_t *ent = &g_entities[cs->entityNum]; trace_t *tr; vec3_t fwd; if ( !ent->client->ps.legsTimer ) { return AIFunc_DefaultStart( cs ); } // if ( cs->enemyNum < 0 ) { return NULL; } // time for the melee? if ( !( cs->aiFlags & AIFL_MISCFLAG1 ) ) { // face them AICast_AimAtEnemy( cs ); // ready for damage? if ( cs->thinkFuncChangeTime < level.time - BLACKGUARD_KICK_DELAY ) { cs->aiFlags |= AIFL_MISCFLAG1; // keep checking for impact status tr = CheckMeleeAttack( ent, BLACKGUARD_KICK_RANGE, qfalse ); // do melee damage? if ( tr && ( tr->entityNum == cs->enemyNum ) ) { AngleVectors( cs->viewangles, fwd, NULL, NULL ); G_Damage( &g_entities[tr->entityNum], ent, ent, fwd, tr->endpos, BLACKGUARD_KICK_DAMAGE, 0, MOD_GAUNTLET ); // throw them in direction of impact fwd[2] = 0.5; VectorMA( g_entities[cs->enemyNum].client->ps.velocity, 300, fwd, g_entities[cs->enemyNum].client->ps.velocity ); } } } return NULL; }
/* =============== AIFunc_LoperAttack1() Loper's close range melee attack =============== */ char *AIFunc_LoperAttack1( cast_state_t *cs ) { trace_t *tr; gentity_t *ent; int anim; // ent = &g_entities[cs->entityNum]; // // draw the client-side lightning effect //ent->client->ps.eFlags |= EF_MONSTER_EFFECT; // // have we inflicted the damage? if ( cs->weaponFireTimes[WP_MONSTER_ATTACK1] > cs->thinkFuncChangeTime ) { // has the animation finished? if ( !ent->client->ps.legsTimer ) { return AIFunc_DefaultStart( cs ); } return NULL; // just wait for anim to finish } // ready to inflict damage? anim = ( ent->client->ps.legsAnim & ~ANIM_TOGGLEBIT ) - BG_AnimationIndexForString( "legs_extra", cs->entityNum ); if ( cs->thinkFuncChangeTime < level.time - loperHitTimes[anim] ) { // check for damage // TTimo: gcc: suggests () around assignment used as truth value if ( ( tr = CheckMeleeAttack( &g_entities[cs->entityNum], LOPER_MELEE_RANGE, qfalse ) ) ) { G_Damage( &g_entities[tr->entityNum], ent, ent, vec3_origin, tr->endpos, LOPER_MELEE_DAMAGE, 0, MOD_LOPER_HIT ); // sound if ( anim == 0 ) { G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[ORDERSDENYSOUNDSCRIPT] ) ); } else { G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[MISC1SOUNDSCRIPT] ) ); } } cs->weaponFireTimes[WP_MONSTER_ATTACK1] = level.time; } return NULL; }
const char *AIFunc_Heinrich_Earthquake( cast_state_t *cs ) { gentity_t *ent = &g_entities[cs->entityNum]; gentity_t *enemy; cast_state_t *ecs; vec3_t enemyVec; float enemyDist, scale; trace_t *tr; cs->aiFlags |= AIFL_SPECIAL_FUNC; if ( cs->enemyNum < 0 ) { if ( !ent->client->ps.torsoTimer ) { return AIFunc_DefaultStart( cs ); } return NULL; } enemy = &g_entities[cs->enemyNum]; ecs = AICast_GetCastState( cs->enemyNum ); VectorMA( enemy->r.currentOrigin, HEINRICH_STOMP_DELAY, enemy->client->ps.velocity, enemyVec ); enemyDist = VectorDistance( ent->r.currentOrigin, enemyVec ); if ( ent->client->ps.torsoTimer < 500 ) { int rnd; aicast_predictmove_t move; vec3_t vec; AICast_PredictMovement( ecs, 2, 0.5, &move, &g_entities[cs->enemyNum].client->pers.cmd, -1 ); VectorSubtract( move.endpos, cs->bs->origin, vec ); vec[2] = 0; enemyDist = VectorLength( vec ); enemyDist -= g_entities[cs->enemyNum].r.maxs[0]; enemyDist -= ent->r.maxs[0]; // if ( enemyDist < 140 ) { // combo attack rnd = rand() % 3; switch ( rnd ) { case 0: return AIFunc_Heinrich_SwordSideSlashStart( cs ); case 1: return AIFunc_Heinrich_SwordKnockbackStart( cs ); case 2: return AIFunc_Heinrich_SwordLungeStart( cs ); } } else { // back to roaming ent->client->ps.legsTimer = 0; ent->client->ps.torsoTimer = 0; cs->castScriptStatus.scriptNoMoveTime = 0; AICast_Heinrich_Taunt( cs ); return AIFunc_DefaultStart( cs ); } } // time for the thump? if ( !( cs->aiFlags & AIFL_MISCFLAG1 ) ) { // face them AICast_AimAtEnemy( cs ); // ready for damage? if ( cs->thinkFuncChangeTime < level.time - HEINRICH_STOMP_DELAY ) { cs->aiFlags |= AIFL_MISCFLAG1; // play the stomp sound G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[ORDERSDENYSOUNDSCRIPT] ) ); // check for striking the player tr = CheckMeleeAttack( ent, 70, qfalse ); // do melee damage if ( tr && ( tr->entityNum == cs->enemyNum ) ) { G_Damage( &g_entities[tr->entityNum], ent, ent, vec3_origin, tr->endpos, HEINRICH_STOMP_DAMAGE, 0, MOD_GAUNTLET ); } // call the debris trigger AICast_ScriptEvent( cs, "trigger", "quake" ); } } enemyDist = Distance( enemy->s.pos.trBase, ent->s.pos.trBase ); // do the earthquake effects if ( cs->thinkFuncChangeTime < level.time - HEINRICH_STOMP_DELAY ) { // throw the player into the air, if they are on the ground if ( ( enemy->s.groundEntityNum != ENTITYNUM_NONE ) && enemyDist < HEINRICH_STOMP_RANGE ) { scale = 0.5 + 0.5 * ( (float)ent->client->ps.torsoTimer / 1000.0 ); if ( scale > 1.0 ) { scale = 1.0; } VectorSubtract( ent->s.pos.trBase, enemy->s.pos.trBase, enemyVec ); VectorScale( enemyVec, 2.0 * ( 0.6 + 0.5 * random() ) * scale * ( 0.6 + 0.6 * ( 1.0 - ( enemyDist / HEINRICH_STOMP_RANGE ) ) ), enemyVec ); enemyVec[2] = scale * HEINRICH_STOMP_VELOCITY_Z * ( 1.0 - 0.5 * ( enemyDist / HEINRICH_STOMP_RANGE ) ); // bounce the player using this velocity VectorAdd( enemy->client->ps.velocity, enemyVec, enemy->client->ps.velocity ); } } return NULL; }
const char *AIFunc_Heinrich_SwordSideSlash( cast_state_t *cs ) { gentity_t *ent = &g_entities[cs->entityNum]; trace_t *tr; vec3_t right, left; float enemyDist; aicast_predictmove_t move; vec3_t vec; cast_state_t *ecs; cs->aiFlags |= AIFL_SPECIAL_FUNC; if ( cs->enemyNum < 0 ) { if ( ent->client->ps.torsoTimer ) { return NULL; } return AIFunc_DefaultStart( cs ); } ecs = AICast_GetCastState( cs->enemyNum ); if ( ent->client->ps.torsoTimer < 500 ) { if ( !ent->client->ps.legsTimer ) { trap_EA_MoveForward( cs->entityNum ); } ent->client->ps.legsTimer = 0; ent->client->ps.torsoTimer = 0; cs->castScriptStatus.scriptNoMoveTime = 0; AICast_Heinrich_Taunt( cs ); return AIFunc_BattleChaseStart( cs ); } // time for the melee? if ( cs->enemyNum >= 0 && !( cs->aiFlags & AIFL_MISCFLAG1 ) ) { // face them AICast_AimAtEnemy( cs ); // keep checking for impact status tr = CheckMeleeAttack( ent, HEINRICH_SLASH_RANGE, qfalse ); // ready for damage? if ( cs->thinkFuncChangeTime < level.time - HEINRICH_SLASH_DELAY ) { cs->aiFlags |= AIFL_MISCFLAG1; // do melee damage if ( tr && ( tr->entityNum == cs->enemyNum ) ) { AngleVectors( cs->viewangles, NULL, right, NULL ); VectorNegate( right, left ); G_Damage( &g_entities[tr->entityNum], ent, ent, left, tr->endpos, HEINRICH_SLASH_DAMAGE, 0, MOD_GAUNTLET ); // sound G_AddEvent( ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDIMPACT] ); // throw them in direction of impact left[2] = 0.5; VectorMA( g_entities[cs->enemyNum].client->ps.velocity, 400, left, g_entities[cs->enemyNum].client->ps.velocity ); } } } // if they are outside range, move forward AICast_PredictMovement( ecs, 2, 0.3, &move, &g_entities[cs->enemyNum].client->pers.cmd, -1 ); VectorSubtract( move.endpos, cs->bs->origin, vec ); vec[2] = 0; enemyDist = VectorLength( vec ); enemyDist -= g_entities[cs->enemyNum].r.maxs[0]; enemyDist -= ent->r.maxs[0]; if ( enemyDist > 30 ) { // we can get closer if ( ent->client->ps.legsTimer ) { cs->castScriptStatus.scriptNoMoveTime = level.time + 100; ent->client->ps.legsTimer = 0; // allow legs to move us } if ( cs->castScriptStatus.scriptNoMoveTime < level.time ) { trap_EA_MoveForward( cs->entityNum ); } } return NULL; }
char *AIFunc_Heinrich_SwordKnockback(cast_state_t *cs) { gentity_t *ent = &g_entities[cs->entityNum]; trace_t *tr; vec3_t right, left; cs->aiFlags |= AIFL_SPECIAL_FUNC; if (cs->enemyNum < 0) { if (ent->client->ps.torsoTimer) { return NULL; } return AIFunc_DefaultStart(cs); } AICast_GetCastState(cs->enemyNum); if (ent->client->ps.torsoTimer < 500) { if (!ent->client->ps.legsTimer) { trap_EA_MoveForward(cs->entityNum); } ent->client->ps.legsTimer = 0; ent->client->ps.torsoTimer = 0; cs->castScriptStatus.scriptNoMoveTime = 0; AICast_Heinrich_Taunt(cs); return AIFunc_BattleChaseStart(cs); } // time for the melee? if (cs->enemyNum >= 0 && !(cs->aiFlags & AIFL_MISCFLAG1)) { // face them AICast_AimAtEnemy(cs); // keep checking for impact status tr = CheckMeleeAttack(ent, HEINRICH_KNOCKBACK_RANGE, qfalse); /* // do we need to move? if (!(tr && (tr->entityNum == cs->enemyNum))) { ent->client->ps.legsTimer = 0; cs->castScriptStatus.scriptNoMoveTime = 0; trap_EA_MoveForward(cs->entityNum); } */ // ready for damage? if (cs->thinkFuncChangeTime < level.time - HEINRICH_KNOCKBACK_DELAY) { cs->aiFlags |= AIFL_MISCFLAG1; // do melee damage if (tr && (tr->entityNum == cs->enemyNum)) { AngleVectors(cs->viewangles, NULL, right, NULL); VectorNegate(right, left); G_Damage(&g_entities[tr->entityNum], ent, ent, left, tr->endpos, HEINRICH_KNOCKBACK_DAMAGE, 0, MOD_GAUNTLET); // sound G_AddEvent(ent, EV_GENERAL_SOUND, heinrichSoundIndex[HEINRICH_SWORDIMPACT]); // throw them in direction of impact if ((ent->client->ps.torsoAnim & ~ANIM_TOGGLEBIT) == BG_AnimationIndexForString("attack2", cs->entityNum)) { // right right[2] = 0.5; VectorMA(g_entities[cs->enemyNum].client->ps.velocity, 400, right, g_entities[cs->enemyNum].client->ps.velocity); } else { // left left[2] = 0.5; VectorMA(g_entities[cs->enemyNum].client->ps.velocity, 400, left, g_entities[cs->enemyNum].client->ps.velocity); } } } } return NULL; }
/* ================ AIFunc_WarriorZombieMelee ================ */ char *AIFunc_WarriorZombieMelee( cast_state_t *cs ) { gentity_t *ent = &g_entities[cs->entityNum]; int hitDelay = -1, anim; trace_t *tr; cast_state_t *ecs = AICast_GetCastState( cs->enemyNum ); aicast_predictmove_t move; float enemyDist; if ( !ent->client->ps.torsoTimer ) { return AIFunc_DefaultStart( cs ); } // if ( cs->enemyNum < 0 ) { return NULL; } if ( ecs ) { anim = ( ent->client->ps.torsoAnim & ~ANIM_TOGGLEBIT ) - BG_AnimationIndexForString( "attack1", cs->entityNum ); if ( anim < 0 || anim >= NUM_WARRIOR_ANIMS ) { // animation interupted return AIFunc_DefaultStart( cs ); } if ( warriorHitTimes[anim][cs->animHitCount] >= 0 && cs->animHitCount < 3 ) { if ( !cs->animHitCount ) { hitDelay = warriorHitTimes[anim][cs->animHitCount]; } else { hitDelay = warriorHitTimes[anim][cs->animHitCount] - warriorHitTimes[anim][cs->animHitCount - 1]; } // check for inflicting damage if ( level.time - cs->weaponFireTimes[cs->weaponNum] > hitDelay ) { // do melee damage if ( ( tr = CheckMeleeAttack( ent, 44, qfalse ) ) && ( tr->entityNum == cs->enemyNum ) ) { G_Damage( &g_entities[tr->entityNum], ent, ent, vec3_origin, tr->endpos, warriorHitDamage[anim], 0, MOD_GAUNTLET ); G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[STAYSOUNDSCRIPT] ) ); } else { G_AddEvent( ent, EV_GENERAL_SOUND, G_SoundIndex( aiDefaults[ent->aiCharacter].soundScripts[FOLLOWSOUNDSCRIPT] ) ); } cs->weaponFireTimes[cs->weaponNum] = level.time; cs->animHitCount++; } } // face them AICast_AimAtEnemy( cs ); if ( anim < 3 ) { // back handed-swinging, dont allow legs to move // if they are outside range, move forward AICast_PredictMovement( ecs, 2, 0.5, &move, &g_entities[cs->enemyNum].client->pers.cmd, -1 ); enemyDist = Distance( move.endpos, cs->bs->origin ); enemyDist -= g_entities[cs->enemyNum].r.maxs[0]; enemyDist -= ent->r.maxs[0]; if ( enemyDist > 16 ) { // we can get closer if ( ent->client->ps.legsTimer ) { ent->client->ps.legsTimer = 0; // allow legs us to move if ( cs->castScriptStatus.scriptNoMoveTime < level.time + 200 ) { // dont move until the legs are done lerping out of attack anim cs->castScriptStatus.scriptNoMoveTime = level.time + 200; } } if ( cs->castScriptStatus.scriptNoMoveTime < level.time ) { trap_EA_MoveForward( cs->entityNum ); } } } } return NULL; }