1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433
|
// monster.h: implements AI for single player monsters, currently client only
#include "game.h"
extern int physsteps;
namespace game
{
static vector<int> teleports;
static const int TOTMFREQ = 14;
static const int NUMMONSTERTYPES = 9;
struct monstertype // see docs for how these values modify behaviour
{
short gun, speed, health, freq, lag, rate, pain, loyalty, bscale, weight;
short painsound, diesound;
const char *name, *mdlname, *vwepname;
};
static const monstertype monstertypes[NUMMONSTERTYPES] =
{
{ GUN_FIREBALL, 15, 100, 3, 0, 100, 800, 1, 10, 90, S_PAINO, S_DIE1, "an ogro", "ogro", "ogro/vwep"},
{ GUN_CG, 18, 70, 2, 70, 10, 400, 2, 10, 50, S_PAINR, S_DEATHR, "a rhino", "monster/rhino", NULL},
{ GUN_SG, 13, 120, 1, 100, 300, 400, 4, 14, 115, S_PAINE, S_DEATHE, "ratamahatta", "monster/rat", "monster/rat/vwep"},
{ GUN_RIFLE, 14, 200, 1, 80, 400, 300, 4, 18, 145, S_PAINS, S_DEATHS, "a slith", "monster/slith", "monster/slith/vwep"},
{ GUN_RL, 12, 500, 1, 0, 200, 200, 6, 24, 210, S_PAINB, S_DEATHB, "bauul", "monster/bauul", "monster/bauul/vwep"},
{ GUN_BITE, 24, 50, 3, 0, 100, 400, 1, 15, 75, S_PAINP, S_PIGGR2, "a hellpig", "monster/hellpig", NULL},
{ GUN_ICEBALL, 11, 250, 1, 0, 10, 400, 6, 18, 160, S_PAINH, S_DEATHH, "a knight", "monster/knight", "monster/knight/vwep"},
{ GUN_SLIMEBALL, 15, 100, 1, 0, 200, 400, 2, 10, 60, S_PAIND, S_DEATHD, "a goblin", "monster/goblin", "monster/goblin/vwep"},
{ GUN_GL, 22, 50, 1, 0, 200, 400, 1, 10, 40, S_PAIND, S_DEATHD, "a spider", "monster/spider", NULL },
};
VAR(skill, 1, 3, 10);
VAR(killsendsp, 0, 1, 1);
bool monsterhurt;
vec monsterhurtpos;
struct monster : fpsent
{
int monsterstate; // one of M_*, M_NONE means human
int mtype, tag; // see monstertypes table
fpsent *enemy; // monster wants to kill this entity
float targetyaw; // monster wants to look in this direction
int trigger; // millis at which transition to another monsterstate takes place
vec attacktarget; // delayed attacks
int anger; // how many times already hit by fellow monster
physent *stacked;
vec stackpos;
monster(int _type, int _yaw, int _tag, int _state, int _trigger, int _move) :
monsterstate(_state), tag(_tag),
stacked(NULL),
stackpos(0, 0, 0)
{
type = ENT_AI;
respawn();
if(_type>=NUMMONSTERTYPES || _type < 0)
{
conoutf(CON_WARN, "warning: unknown monster in spawn: %d", _type);
_type = 0;
}
mtype = _type;
const monstertype &t = monstertypes[mtype];
eyeheight = 8.0f;
aboveeye = 7.0f;
radius *= t.bscale/10.0f;
xradius = yradius = radius;
eyeheight *= t.bscale/10.0f;
aboveeye *= t.bscale/10.0f;
weight = t.weight;
if(_state!=M_SLEEP) spawnplayer(this);
trigger = lastmillis+_trigger;
targetyaw = yaw = (float)_yaw;
move = _move;
enemy = player1;
gunselect = t.gun;
maxspeed = (float)t.speed*4;
health = t.health;
armour = 0;
loopi(NUMGUNS) ammo[i] = 10000;
pitch = 0;
roll = 0;
state = CS_ALIVE;
anger = 0;
copystring(name, t.name);
}
void normalize_yaw(float angle)
{
while(yaw<angle-180.0f) yaw += 360.0f;
while(yaw>angle+180.0f) yaw -= 360.0f;
}
// 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(int _state, int _moving, int n, int r) // n = at skill 0, n/2 = at skill 10, r = added random factor
{
monsterstate = _state;
move = _moving;
n = n*130/100;
trigger = lastmillis+n-skill*(n/16)+rnd(r+1);
}
void monsteraction(int curtime) // main AI thinking routine, called every frame for every monster
{
if(enemy->state==CS_DEAD) { enemy = player1; anger = 0; }
normalize_yaw(targetyaw);
if(targetyaw>yaw) // slowly turn monster towards his target
{
yaw += curtime*0.5f;
if(targetyaw<yaw) yaw = targetyaw;
}
else
{
yaw -= curtime*0.5f;
if(targetyaw>yaw) yaw = targetyaw;
}
float dist = enemy->o.dist(o);
if(monsterstate!=M_SLEEP) pitch = asin((enemy->o.z - o.z) / dist) / RAD;
if(blocked) // special case: if we run into scenery
{
blocked = false;
if(!rnd(20000/monstertypes[mtype].speed)) // try to jump over obstackle (rare)
{
jumping = true;
}
else if(trigger<lastmillis && (monsterstate!=M_HOME || !rnd(5))) // search for a way around (common)
{
targetyaw += 90+rnd(180); // patented "random walk" AI pathfinding (tm) ;)
transition(M_SEARCH, 1, 100, 1000);
}
}
float enemyyaw = -atan2(enemy->o.x - o.x, enemy->o.y - o.y)/RAD;
switch(monsterstate)
{
case M_PAIN:
case M_ATTACKING:
case M_SEARCH:
if(trigger<lastmillis) transition(M_HOME, 1, 100, 200);
break;
case M_SLEEP: // state classic sp monster start in, wait for visual contact
{
if(editmode) break;
normalize_yaw(enemyyaw);
float angle = (float)fabs(enemyyaw-yaw);
if(dist<32 // the better the angle to the player, the further the monster can see/hear
||(dist<64 && angle<135)
||(dist<128 && angle<90)
||(dist<256 && angle<45)
|| angle<10
|| (monsterhurt && o.dist(monsterhurtpos)<128))
{
vec target;
if(raycubelos(o, enemy->o, target))
{
transition(M_HOME, 1, 500, 200);
playsound(S_GRUNT1+rnd(2), &o);
}
}
break;
}
case M_AIMING: // this state is the delay between wanting to shoot and actually firing
if(trigger<lastmillis)
{
lastaction = 0;
attacking = true;
shoot(this, attacktarget);
transition(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
targetyaw = enemyyaw;
if(trigger<lastmillis)
{
vec target;
if(!raycubelos(o, enemy->o, target)) // no visual contact anymore, let monster get as close as possible then search for player
{
transition(M_HOME, 1, 800, 500);
}
else
{
bool melee = false, longrange = false;
switch(monstertypes[mtype].gun)
{
case GUN_BITE:
case GUN_FIST: melee = true; break;
case GUN_RIFLE: longrange = true; break;
}
// the closer the monster is the more likely he wants to shoot,
if((!melee || dist<20) && !rnd(longrange ? (int)dist/12+1 : min((int)dist/12+1,6)) && enemy->state==CS_ALIVE) // get ready to fire
{
attacktarget = target;
transition(M_AIMING, 0, monstertypes[mtype].lag, 10);
}
else // track player some more
{
transition(M_HOME, 1, monstertypes[mtype].rate, 0);
}
}
}
break;
}
if(move || maymove() || (stacked && (stacked->state!=CS_ALIVE || stackpos != stacked->o)))
{
vec pos = feetpos();
loopv(teleports) // equivalent of player entity touch, but only teleports are used
{
entity &e = *entities::ents[teleports[i]];
float dist = e.o.dist(pos);
if(dist<16) entities::teleport(teleports[i], this);
}
if(physsteps > 0) stacked = NULL;
moveplayer(this, 1, true); // use physics to move monster
}
}
void monsterpain(int damage, fpsent *d)
{
if(d->type==ENT_AI) // a monster hit us
{
if(this!=d) // guard for RL guys shooting themselves :)
{
anger++; // don't attack straight away, first get angry
int _anger = d->type==ENT_AI && mtype==((monster *)d)->mtype ? anger/2 : anger;
if(_anger>=monstertypes[mtype].loyalty) enemy = d; // monster infight if very angry
}
}
else if(d->type==ENT_PLAYER) // player hit us
{
anger = 0;
enemy = d;
monsterhurt = true;
monsterhurtpos = o;
}
damageeffect(damage, this);
if((health -= damage)<=0)
{
state = CS_DEAD;
lastpain = lastmillis;
playsound(monstertypes[mtype].diesound, &o);
monsterkilled();
gibeffect(max(-health, 0), vel, this);
defformatstring(id, "monster_dead_%d", tag);
execident(id);
}
else
{
transition(M_PAIN, 0, monstertypes[mtype].pain, 200); // in this state monster won't attack
playsound(monstertypes[mtype].painsound, &o);
}
}
};
void stackmonster(monster *d, physent *o)
{
d->stacked = o;
d->stackpos = o->o;
}
int nummonsters(int tag, int state)
{
int n = 0;
loopv(monsters) if(monsters[i]->tag==tag && (monsters[i]->state==CS_ALIVE ? state!=1 : state>=1)) n++;
return n;
}
ICOMMAND(nummonsters, "ii", (int *tag, int *state), intret(nummonsters(*tag, *state)));
void preloadmonsters()
{
loopi(NUMMONSTERTYPES) preloadmodel(monstertypes[i].mdlname);
for(int i = S_GRUNT1; i <= S_SLIMEBALL; i++) preloadsound(i);
if(m_dmsp) preloadsound(S_V_FIGHT);
if(m_classicsp) preloadsound(S_V_RESPAWNPOINT);
}
vector<monster *> monsters;
int nextmonster, spawnremain, numkilled, monstertotal, mtimestart, remain;
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.add(new monster(type, rnd(360), 0, M_SEARCH, 1000, 1));
}
void clearmonsters() // called after map start or when toggling edit mode to reset/spawn all monsters to initial state
{
removetrackedparticles();
removetrackeddynlights();
loopv(monsters) delete monsters[i];
cleardynentcache();
monsters.shrink(0);
numkilled = 0;
monstertotal = 0;
spawnremain = 0;
remain = 0;
monsterhurt = false;
if(m_dmsp)
{
nextmonster = mtimestart = lastmillis+10000;
monstertotal = spawnremain = skill*10;
}
else if(m_classicsp)
{
mtimestart = lastmillis;
loopv(entities::ents)
{
extentity &e = *entities::ents[i];
if(e.type!=MONSTER) continue;
monster *m = new monster(e.attr2, e.attr1, e.attr3, M_SLEEP, 100, 0);
monsters.add(m);
m->o = e.o;
entinmap(m);
updatedynentcache(m);
monstertotal++;
}
}
teleports.setsize(0);
if(m_dmsp || m_classicsp)
{
loopv(entities::ents) if(entities::ents[i]->type==TELEPORT) teleports.add(i);
}
}
void endsp(bool allkilled)
{
conoutf(CON_GAMEINFO, allkilled ? "\f2you have cleared the map!" : "\f2you reached the exit!");
monstertotal = 0;
forceintermission();
}
ICOMMAND(endsp, "", (), endsp(false));
void monsterkilled()
{
numkilled++;
player1->frags = numkilled;
remain = monstertotal-numkilled;
if(remain>0 && remain<=5) conoutf(CON_GAMEINFO, "\f2only %d monster(s) remaining", remain);
}
void updatemonsters(int curtime)
{
if(m_dmsp && spawnremain && lastmillis>nextmonster)
{
if(spawnremain--==monstertotal) { conoutf(CON_GAMEINFO, "\f2The invasion has begun!"); playsound(S_V_FIGHT); }
nextmonster = lastmillis+1000;
spawnmonster();
}
if(killsendsp && monstertotal && !spawnremain && numkilled==monstertotal) endsp(true);
bool monsterwashurt = monsterhurt;
loopv(monsters)
{
if(monsters[i]->state==CS_ALIVE) monsters[i]->monsteraction(curtime);
else if(monsters[i]->state==CS_DEAD)
{
if(lastmillis-monsters[i]->lastpain<2000)
{
//monsters[i]->move = 0;
monsters[i]->move = monsters[i]->strafe = 0;
moveplayer(monsters[i], 1, true);
}
}
}
if(monsterwashurt) monsterhurt = false;
}
void rendermonsters()
{
loopv(monsters)
{
monster &m = *monsters[i];
if(m.state!=CS_DEAD || lastmillis-m.lastpain<10000)
{
modelattach vwep[2];
vwep[0] = modelattach("tag_weapon", monstertypes[m.mtype].vwepname, ANIM_VWEP_IDLE|ANIM_LOOP, 0);
float fade = 1;
if(m.state==CS_DEAD) fade -= clamp(float(lastmillis - (m.lastpain + 9000))/1000, 0.0f, 1.0f);
renderclient(&m, monstertypes[m.mtype].mdlname, vwep, 0, m.monsterstate==M_ATTACKING ? -ANIM_ATTACK1 : 0, 300, m.lastaction, m.lastpain, fade);
}
}
}
void suicidemonster(monster *m)
{
m->monsterpain(400, player1);
}
void hitmonster(int damage, monster *m, fpsent *at, const vec &vel, int gun)
{
m->monsterpain(damage, at);
}
void spsummary(int accuracy)
{
conoutf(CON_GAMEINFO, "\f2--- single player time score: ---");
int pen, score = 0;
pen = ((lastmillis-maptime)*100)/game::scaletime(1000); score += pen; if(pen) conoutf(CON_GAMEINFO, "\f2time taken: %d seconds (%d simulated seconds)", pen, (lastmillis-maptime)/1000);
pen = player1->deaths*60; score += pen; if(pen) conoutf(CON_GAMEINFO, "\f2time penalty for %d deaths (1 minute each): %d seconds", player1->deaths, pen);
pen = remain*10; score += pen; if(pen) conoutf(CON_GAMEINFO, "\f2time penalty for %d monsters remaining (10 seconds each): %d seconds", remain, pen);
pen = (10-skill)*20; score += pen; if(pen) conoutf(CON_GAMEINFO, "\f2time penalty for lower skill level (20 seconds each): %d seconds", pen);
pen = 100-accuracy; score += pen; if(pen) conoutf(CON_GAMEINFO, "\f2time penalty for missed shots (1 second each %%): %d seconds", pen);
defformatstring(aname, "bestscore_%s", getclientmap());
const char *bestsc = getalias(aname);
int bestscore = *bestsc ? parseint(bestsc) : score;
if(score<bestscore) bestscore = score;
defformatstring(nscore, "%d", bestscore);
alias(aname, nscore);
conoutf(CON_GAMEINFO, "\f2TOTAL SCORE (time + time penalties): %d seconds (best so far: %d seconds)", score, bestscore);
}
}
|