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Авторский проект Артема Глазкова
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fight.qc


/*

A monster is in fight mode if it thinks it can effectively attack its
enemy.

When it decides it can't attack, it goes into hunt mode.

*/


float(float v) anglemod;

void() knight_atk1;
void() knight_runatk1;
void() ogre_smash1;
void() ogre_swing1;

void() sham_smash1;
void() sham_swingr1;
void() sham_swingl1;

float() DemonCheckAttack;
void(float side) Demon_Melee;

void(vector dest) ChooseTurn;

void() ai_face;


float enemy_vis, enemy_infront, enemy_range;
float enemy_yaw;


void() knight_attack =
{
local float len;

// decide if now is a good swing time
len = vlen(self.enemy.origin+self.enemy.view_ofs - (self.origin+self.view_ofs));

if (len<80)
knight_atk1 ();
else
knight_runatk1 ();
};

//=============================================================================

/*
===========
CheckAttack

The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/

float() CheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;

targ = self.enemy;

// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;

traceline (spot1, spot2, FALSE, self);

if (trace_ent != targ)
return FALSE; // don't have a clear shot

if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents

if (enemy_range == RANGE_MELEE)
{ // melee attack
if (self.th_melee)
{
if (self.classname == "monster_knight")
knight_attack ();
else
self.th_melee ();
return TRUE;
}
}

// missile attack
if (!self.th_missile)
return FALSE;

if (time < self.attack_finished)
return FALSE;

if (enemy_range == RANGE_FAR)
return FALSE;

if (enemy_range == RANGE_MELEE)
{
chance = 0.9;
self.attack_finished = 0;
}
else if (enemy_range == RANGE_NEAR)
{
if (self.th_melee)
chance = 0.2;
else
chance = 0.4;
}
else if (enemy_range == RANGE_MID)
{
if (self.th_melee)
chance = 0.05;
else
chance = 0.1;
}
else
chance = 0;

if (random () < chance)
{
self.th_missile ();
SUB_AttackFinished (2*random());
return TRUE;
}

return FALSE;
};


/*
=============
ai_face

Stay facing the enemy
=============
*/

void() ai_face =
{
self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ChangeYaw ();
};

/*
=============
ai_charge

The monster is in a melee attack, so get as close as possible to .enemy
=============
*/

float (entity targ) visible;
float(entity targ) infront;
float(entity targ) range;

void(float d) ai_charge =
{
ai_face ();
movetogoal (d); // done in C code...
};

void() ai_charge_side =
{
local vector dtemp;
local float heading;

// aim to the left of the enemy for a flyby

self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
ChangeYaw ();

makevectors (self.angles);
dtemp = self.enemy.origin - 30*v_right;
heading = vectoyaw(dtemp - self.origin);

walkmove(heading, 20);
};


/*
=============
ai_melee

=============
*/

void() ai_melee =
{
local vector delta;
local float ldmg;

if (!self.enemy)
return; // removed before stroke

delta = self.enemy.origin - self.origin;

if (vlen(delta) > 60)
return;

ldmg = (random() + random() + random()) * 3;
T_Damage (self.enemy, self, self, ldmg);
};


void() ai_melee_side =
{
local vector delta;
local float ldmg;

if (!self.enemy)
return; // removed before stroke

ai_charge_side();

delta = self.enemy.origin - self.origin;

if (vlen(delta) > 60)
return;
if (!CanDamage (self.enemy, self))
return;
ldmg = (random() + random() + random()) * 3;
T_Damage (self.enemy, self, self, ldmg);
};


//=============================================================================

/*
===========
SoldierCheckAttack

The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/

float() SoldierCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;

targ = self.enemy;

// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;

traceline (spot1, spot2, FALSE, self);

if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents

if (trace_ent != targ)
return FALSE; // don't have a clear shot


// missile attack
if (time < self.attack_finished)
return FALSE;

if (enemy_range == RANGE_FAR)
return FALSE;

if (enemy_range == RANGE_MELEE)
chance = 0.9;
else if (enemy_range == RANGE_NEAR)
chance = 0.4;
else if (enemy_range == RANGE_MID)
chance = 0.05;
else
chance = 0;

if (random () < chance)
{
self.th_missile ();
SUB_AttackFinished (1 + random());
if (random() < 0.3)
self.lefty = !self.lefty;

return TRUE;
}

return FALSE;
};
//=============================================================================

/*
===========
ShamCheckAttack

The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/

float() ShamCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;
local float enemy_yaw;

if (enemy_range == RANGE_MELEE)
{
if (CanDamage (self.enemy, self))
{
self.attack_state = AS_MELEE;
return TRUE;
}
}

if (time < self.attack_finished)
return FALSE;

if (!enemy_vis)
return FALSE;

targ = self.enemy;

// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;

if (vlen(spot1 - spot2) > 600)
return FALSE;

traceline (spot1, spot2, FALSE, self);

if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents

if (trace_ent != targ)
{
return FALSE; // don't have a clear shot
}

// missile attack
if (enemy_range == RANGE_FAR)
return FALSE;

self.attack_state = AS_MISSILE;
SUB_AttackFinished (2 + 2*random());
return TRUE;
};

//============================================================================

/*
===========
OgreCheckAttack

The player is in view, so decide to move or launch an attack
Returns FALSE if movement should continue
============
*/

float() OgreCheckAttack =
{
local vector spot1, spot2;
local entity targ;
local float chance;

if (enemy_range == RANGE_MELEE)
{
if (CanDamage (self.enemy, self))
{
self.attack_state = AS_MELEE;
return TRUE;
}
}

if (time < self.attack_finished)
return FALSE;

if (!enemy_vis)
return FALSE;

targ = self.enemy;

// see if any entities are in the way of the shot
spot1 = self.origin + self.view_ofs;
spot2 = targ.origin + targ.view_ofs;

traceline (spot1, spot2, FALSE, self);

if (trace_inopen && trace_inwater)
return FALSE; // sight line crossed contents

if (trace_ent != targ)
{
return FALSE; // don't have a clear shot
}

// missile attack
if (time < self.attack_finished)
return FALSE;

if (enemy_range == RANGE_FAR)
return FALSE;

else if (enemy_range == RANGE_NEAR)
chance = 0.10;
else if (enemy_range == RANGE_MID)
chance = 0.05;
else
chance = 0;

self.attack_state = AS_MISSILE;
SUB_AttackFinished (1 + 2*random());
return TRUE;
};


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