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Text File | 1996-08-03 | 36.2 KB | 1,110 lines |
- /*
- ==============================================================================
-
- BOT AI
-
- ==============================================================================
- */
-
- float teleport_dist = 1500;
-
- // Prototypes
-
- float () BotFindTarget;
- void () bot_ai_stand;
- void (entity attacker, float damage) bot_pain;
- void () bot_die;
- void () BotSightSound;
- void () BotFoundTarget;
- void () BotHuntTarget;
- void (float dist) bot_ai_walk;
- void (float dist) man_bot_ai_walk;
- void () bot_ai_turn;
- void (float dist) bot_ai_run;
- void (float dist) man_bot_ai_run;
- void (float dist) bot_ai_follow;
- void (void () thinkst) BotCheckRefire;
- void () BotSelfDeActivate;
-
- // lightning firing routines
- void () bot_fire;
- void () bot_fire2;
-
- // nail firing routines
- void () Bot_FireNails;
- void (vector offset) Bot_EnforcerFire;
- void (vector org, vector dir) launch_spike;
- void (vector org, vector dir) Bot_LaunchSpike;
- void () spike_touch;
-
- void () Bot_TeleportToOwner;
-
- // Frame macros
-
- $cd /raid/quake/id1/models/enforcer
- $origin 0 -6 24
- $base base
- $skin skin
-
- $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7
-
- $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10
- $frame walk11 walk12 walk13 walk14 walk15 walk16
-
- $frame run1 run2 run3 run4 run5 run6 run7 run8
-
- $frame attack1 attack2 attack3 attack4 attack5 attack6
- $frame attack7 attack8 attack9 attack10
-
- $frame death1 death2 death3 death4 death5 death6 death7 death8
- $frame death9 death10 death11 death12 death13 death14
-
- $frame fdeath1 fdeath2 fdeath3 fdeath4 fdeath5 fdeath6 fdeath7 fdeath8
- $frame fdeath9 fdeath10 fdeath11
-
- $frame paina1 paina2 paina3 paina4
-
- $frame painb1 painb2 painb3 painb4 painb5
-
- $frame painc1 painc2 painc3 painc4 painc5 painc6 painc7 painc8
-
- $frame paind1 paind2 paind3 paind4 paind5 paind6 paind7 paind8
- $frame paind9 paind10 paind11 paind12 paind13 paind14 paind15 paind16
- $frame paind17 paind18 paind19
-
- void() bot_stand1 =[ $stand1, bot_stand2 ] {bot_ai_stand();};
- void() bot_stand2 =[ $stand2, bot_stand3 ] {bot_ai_stand();};
- void() bot_stand3 =[ $stand3, bot_stand4 ] {bot_ai_stand();};
- void() bot_stand4 =[ $stand4, bot_stand5 ] {bot_ai_stand();};
- void() bot_stand5 =[ $stand5, bot_stand6 ] {bot_ai_stand();};
- void() bot_stand6 =[ $stand6, bot_stand7 ] {bot_ai_stand();};
- void() bot_stand7 =[ $stand7, bot_stand1 ] {bot_ai_stand();};
-
- void() man_bot_stand1 =[ $stand1, man_bot_stand2 ] {ChangeYaw();};
- void() man_bot_stand2 =[ $stand2, man_bot_stand3 ] {ChangeYaw();};
- void() man_bot_stand3 =[ $stand3, man_bot_stand4 ] {ChangeYaw();};
- void() man_bot_stand4 =[ $stand4, man_bot_stand5 ] {ChangeYaw();};
- void() man_bot_stand5 =[ $stand5, man_bot_stand6 ] {ChangeYaw();};
- void() man_bot_stand6 =[ $stand6, man_bot_stand7 ] {ChangeYaw();};
- void() man_bot_stand7 =[ $stand7, man_bot_stand1 ] {ChangeYaw();};
-
- void() man_bot_walk1 =[ $walk1 , man_bot_walk2 ]
- {
- if (random() < 0.2)
- sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
- man_bot_ai_walk(3);
- };
- void() man_bot_walk2 =[ $walk2 , man_bot_walk3 ] {man_bot_ai_walk(5);};
- void() man_bot_walk3 =[ $walk3 , man_bot_walk4 ] {man_bot_ai_walk(5);};
- void() man_bot_walk4 =[ $walk4 , man_bot_walk5 ] {man_bot_ai_walk(4);};
- void() man_bot_walk5 =[ $walk5 , man_bot_walk6 ] {man_bot_ai_walk(2);};
- void() man_bot_walk6 =[ $walk6 , man_bot_walk7 ] {man_bot_ai_walk(3);};
- void() man_bot_walk7 =[ $walk7 , man_bot_walk8 ] {man_bot_ai_walk(3);};
- void() man_bot_walk8 =[ $walk8 , man_bot_walk9 ] {man_bot_ai_walk(2);};
- void() man_bot_walk9 =[ $walk9 , man_bot_walk10 ] {man_bot_ai_walk(3);};
- void() man_bot_walk10 =[ $walk10, man_bot_walk11 ] {man_bot_ai_walk(5);};
- void() man_bot_walk11 =[ $walk11, man_bot_walk12 ] {man_bot_ai_walk(5);};
- void() man_bot_walk12 =[ $walk12, man_bot_walk13 ] {man_bot_ai_walk(2);};
- void() man_bot_walk13 =[ $walk13, man_bot_walk14 ] {man_bot_ai_walk(3);};
- void() man_bot_walk14 =[ $walk14, man_bot_walk15 ] {man_bot_ai_walk(4);};
- void() man_bot_walk15 =[ $walk15, man_bot_walk16 ] {man_bot_ai_walk(5);};
- void() man_bot_walk16 =[ $walk16, man_bot_walk1 ] {man_bot_ai_walk(3);};
-
- void() bot_walk1 =[ $walk1 , bot_walk2 ]
- {
- if (random() < 0.2)
- sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
- bot_ai_walk(4);
- };
- void() bot_walk2 =[ $walk2 , bot_walk3 ] {bot_ai_walk(8);};
- void() bot_walk3 =[ $walk3 , bot_walk4 ] {bot_ai_walk(8);};
- void() bot_walk4 =[ $walk4 , bot_walk5 ] {bot_ai_walk(6);};
- void() bot_walk5 =[ $walk5 , bot_walk6 ] {bot_ai_walk(2);};
- void() bot_walk6 =[ $walk6 , bot_walk7 ] {bot_ai_walk(4);};
- void() bot_walk7 =[ $walk7 , bot_walk8 ] {bot_ai_walk(4);};
- void() bot_walk8 =[ $walk8 , bot_walk9 ] {bot_ai_walk(2);};
- void() bot_walk9 =[ $walk9 , bot_walk10 ] {bot_ai_walk(4);};
- void() bot_walk10 =[ $walk10, bot_walk11 ] {bot_ai_walk(8);};
- void() bot_walk11 =[ $walk11, bot_walk12 ] {bot_ai_walk(8);};
- void() bot_walk12 =[ $walk12, bot_walk13 ] {bot_ai_walk(2);};
- void() bot_walk13 =[ $walk13, bot_walk14 ] {bot_ai_walk(4);};
- void() bot_walk14 =[ $walk14, bot_walk15 ] {bot_ai_walk(6);};
- void() bot_walk15 =[ $walk15, bot_walk16 ] {bot_ai_walk(8);};
- void() bot_walk16 =[ $walk16, bot_walk1 ] {bot_ai_walk(4);};
-
- void() bot_run1 =[ $run1 , bot_run2 ]
- {
- if (random() < 0.2)
- sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
- bot_ai_run(18);
- };
- void() bot_run2 =[ $run2 , bot_run3 ] {bot_ai_run(14);};
- void() bot_run3 =[ $run3 , bot_run4 ] {bot_ai_run(7);};
- void() bot_run4 =[ $run4 , bot_run5 ] {bot_ai_run(12);};
- void() bot_run5 =[ $run5 , bot_run6 ] {bot_ai_run(14);};
- void() bot_run6 =[ $run6 , bot_run7 ] {bot_ai_run(14);};
- void() bot_run7 =[ $run7 , bot_run8 ] {bot_ai_run(7);};
- void() bot_run8 =[ $run8 , bot_run1 ] {bot_ai_run(11);};
-
- void() man_bot_run1 =[ $run1 , man_bot_run2 ]
- {
- if (random() < 0.2)
- sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
- man_bot_ai_run(18);
- };
- void() man_bot_run2 =[ $run2 , man_bot_run3 ] {man_bot_ai_run(14);};
- void() man_bot_run3 =[ $run3 , man_bot_run4 ] {man_bot_ai_run(7);};
- void() man_bot_run4 =[ $run4 , man_bot_run5 ] {man_bot_ai_run(12);};
- void() man_bot_run5 =[ $run5 , man_bot_run6 ] {man_bot_ai_run(14);};
- void() man_bot_run6 =[ $run6 , man_bot_run7 ] {man_bot_ai_run(14);};
- void() man_bot_run7 =[ $run7 , man_bot_run8 ] {man_bot_ai_run(7);};
- void() man_bot_run8 =[ $run8 , man_bot_run1 ] {man_bot_ai_run(11);};
-
- void() bot_follow1 =[ $run1 , bot_follow2 ]
- {
- if (random() < 0.2)
- sound (self, CHAN_VOICE, "enforcer/idle1.wav", 1, ATTN_IDLE);
- self.goalentity = self.movetarget = self.owner;
- bot_ai_follow(18);
- };
- void() bot_follow2 =[ $run2 , bot_follow3 ] {bot_ai_follow(14);};
- void() bot_follow3 =[ $run3 , bot_follow4 ] {bot_ai_follow(7);};
- void() bot_follow4 =[ $run4 , bot_follow5 ] {bot_ai_follow(12);};
- void() bot_follow5 =[ $run5 , bot_follow6 ] {bot_ai_follow(14);};
- void() bot_follow6 =[ $run6 , bot_follow7 ] {bot_ai_follow(14);};
- void() bot_follow7 =[ $run7 , bot_follow8 ] {bot_ai_follow(7);};
- void() bot_follow8 =[ $run8 , bot_follow1 ] {bot_ai_follow(11);};
-
- void() bot_atk1 =[ $attack1, bot_atk2 ] {ai_face();};
- void() bot_atk2 =[ $attack2, bot_atk3 ] {ai_face();};
- void() bot_atk3 =[ $attack3, bot_atk4 ] {ai_face();};
- void() bot_atk4 =[ $attack4, bot_atk5 ] {ai_face();};
- void() bot_atk5 =[ $attack5, bot_atk6 ] {ai_face();};
-
- void() bot_atk6 =[ $attack6, bot_atk7 ] {bot_fire2();};
- void() bot_atk7 =[ $attack6, bot_atk8 ] {bot_fire();};
- void() bot_atk8 =[ $attack5, bot_atk9 ] {bot_fire2();};
- void() bot_atk9 =[ $attack6, bot_atk10 ] {bot_fire();};
- void() bot_atk10 =[ $attack5, bot_atk11 ] {bot_fire2();};
- void() bot_atk11 =[ $attack6, bot_atk12 ] {bot_fire();};
- void() bot_atk12 =[ $attack5, bot_atk13 ] {bot_fire2();};
- void() bot_atk13 =[ $attack6, bot_atk14 ] {bot_fire();};
- void() bot_atk14 =[ $attack5, bot_atk15 ] {bot_fire2();};
- void() bot_atk15 =[ $attack6, bot_atk16 ] {bot_fire2();};
- void() bot_atk16 =[ $attack5, bot_atk17 ] {bot_fire();};
- void() bot_atk17 =[ $attack6, bot_atk18 ] {bot_fire2();};
-
- void() bot_atk18 =[ $attack7, bot_atk19 ] {ai_face();};
- void() bot_atk19 =[ $attack8, bot_atk20 ] {ai_face();};
- void() bot_atk20 =[ $attack9, bot_atk21 ] {ai_face();};
- void() bot_atk21 =[ $attack10, bot_run1 ]
-
- {
- ai_face();
- BotCheckRefire (bot_atk1);
- };
-
- void() bot_paina1 =[ $paina1, bot_paina2 ] {};
- void() bot_paina2 =[ $paina2, bot_paina3 ] {};
- void() bot_paina3 =[ $paina3, bot_paina4 ] {};
- void() bot_paina4 =[ $paina4, bot_run1 ] {};
-
- void() bot_painb1 =[ $painb1, bot_painb2 ] {};
- void() bot_painb2 =[ $painb2, bot_painb3 ] {};
- void() bot_painb3 =[ $painb3, bot_painb4 ] {};
- void() bot_painb4 =[ $painb4, bot_painb5 ] {};
- void() bot_painb5 =[ $painb5, bot_run1 ] {};
-
- void() bot_painc1 =[ $painc1, bot_painc2 ] {};
- void() bot_painc2 =[ $painc2, bot_painc3 ] {};
- void() bot_painc3 =[ $painc3, bot_painc4 ] {};
- void() bot_painc4 =[ $painc4, bot_painc5 ] {};
- void() bot_painc5 =[ $painc5, bot_painc6 ] {};
- void() bot_painc6 =[ $painc6, bot_painc7 ] {};
- void() bot_painc7 =[ $painc7, bot_painc8 ] {};
- void() bot_painc8 =[ $painc8, bot_run1 ] {};
-
- void() bot_paind1 =[ $paind1, bot_paind2 ] {};
- void() bot_paind2 =[ $paind2, bot_paind3 ] {};
- void() bot_paind3 =[ $paind3, bot_paind4 ] {};
- void() bot_paind4 =[ $paind4, bot_paind5 ] {ai_painforward(2);};
- void() bot_paind5 =[ $paind5, bot_paind6 ] {ai_painforward(1);};
- void() bot_paind6 =[ $paind6, bot_paind7 ] {};
- void() bot_paind7 =[ $paind7, bot_paind8 ] {};
- void() bot_paind8 =[ $paind8, bot_paind9 ] {};
- void() bot_paind9 =[ $paind9, bot_paind10 ] {};
- void() bot_paind10 =[ $paind10, bot_paind11 ] {};
- void() bot_paind11 =[ $paind11, bot_paind12 ] {ai_painforward(1);};
- void() bot_paind12 =[ $paind12, bot_paind13 ] {ai_painforward(1);};
- void() bot_paind13 =[ $paind13, bot_paind14 ] {ai_painforward(1);};
- void() bot_paind14 =[ $paind14, bot_paind15 ] {};
- void() bot_paind15 =[ $paind15, bot_paind16 ] {};
- void() bot_paind16 =[ $paind16, bot_paind17 ] {ai_pain(1);};
- void() bot_paind17 =[ $paind17, bot_paind18 ] {ai_pain(1);};
- void() bot_paind18 =[ $paind18, bot_paind19 ] {};
- void() bot_paind19 =[ $paind19, bot_run1 ] {};
-
- void() bot_die1 =[ $death1, bot_die2 ] {};
- void() bot_die2 =[ $death2, bot_die3 ] {};
- void() bot_die3 =[ $death3, bot_die4 ]
- {
- self.solid = SOLID_NOT;
- self.ammo_cells = 5;
- DropBackpack();
- };
- void() bot_die4 =[ $death4, bot_die5 ] {ai_forward(14);};
- void() bot_die5 =[ $death5, bot_die6 ] {ai_forward(2);};
- void() bot_die6 =[ $death6, bot_die7 ] {};
- void() bot_die7 =[ $death7, bot_die8 ] {};
- void() bot_die8 =[ $death8, bot_die9 ] {};
- void() bot_die9 =[ $death9, bot_die10 ] {ai_forward(3);};
- void() bot_die10 =[ $death10, bot_die11 ] {ai_forward(5);};
- void() bot_die11 =[ $death11, bot_die12 ] {ai_forward(5);};
- void() bot_die12 =[ $death12, bot_die13 ] {ai_forward(5);};
- void() bot_die13 =[ $death13, bot_die14 ] {};
- void() bot_die14 =[ $death14, bot_die14 ] {BotSelfDeActivate();};
-
- void() bot_fdie1 =[ $fdeath1, bot_fdie2 ] {};
- void() bot_fdie2 =[ $fdeath2, bot_fdie3 ] {};
- void() bot_fdie3 =[ $fdeath3, bot_fdie4 ]
- {
- self.solid = SOLID_NOT;
- self.ammo_cells = 5;
- DropBackpack();
- };
- void() bot_fdie4 =[ $fdeath4, bot_fdie5 ] {};
- void() bot_fdie5 =[ $fdeath5, bot_fdie6 ] {};
- void() bot_fdie6 =[ $fdeath6, bot_fdie7 ] {};
- void() bot_fdie7 =[ $fdeath7, bot_fdie8 ] {};
- void() bot_fdie8 =[ $fdeath8, bot_fdie9 ] {};
- void() bot_fdie9 =[ $fdeath9, bot_fdie10 ] {};
- void() bot_fdie10 =[ $fdeath10, bot_fdie11 ] {};
- void() bot_fdie11 =[ $fdeath11, bot_fdie11 ] {BotSelfDeActivate();};
-
-
-
- //=============================================================
- // BotFindTarget
- // Self is currently not attacking anything, so try to find a target
- // Will not currently target other players
- // Sets self.enemy and returns TRUE if an enemy was sighted
- // Sets self.enemy to world and returns FALSE if no enemy sighted
- //=============================================================
- /*
- Old Code
-
- float() BotFindTarget =
- {
- local entity head, selected;
- local float dist;
- local float r;
-
- dist = 1500; // awareness radius of bot, increasing it slows down game
- selected = world;
-
- head = findradius(self.origin, 1500);
- while(head)
- {
- // Original code
- // if(!(head.flags & FL_NOTARGET) && (head.flags & FL_MONSTER))
- if(!(head.flags & FL_NOTARGET) && ((head.flags & FL_CLIENT) || (head.flags & FL_MONSTER)))
- if (((teamplay) && (head.team != self.owner.team)) || (!teamplay))
- if ((head.health > 1) && (head != self) && (head.bot != self))
- if (visible(head))
- if (trace_plane_dist < dist)
- if ((head.health > 0) && (head !=self))
- {
- selected = head;
- dist = trace_plane_dist;
- }
- head = head.chain;
- }
- self.enemy = selected;
-
- if (self.enemy == world)
- {
- sprint(self.owner, "World\n");
- return FALSE;
- }
- else
- if (selected.bot == self)
- {
- // were all centerprint
- sprint(self.owner, "Doh, thats ");
- sprint(self.owner, selected.owner.netname);
- sprint(self.owner, "\n");
- return FALSE;
- }
- else
- if (teamplay == 1)
- {
- if (selected.team == self.team)
- {
- sprint(self.owner, "Doh, thats my friend ");
- sprint(self.owner, selected.owner.netname);
- sprint(self.owner, "\n");
- return FALSE;
- }
- else
- sprint(self.owner, "Die interloper!\n");
- BotFoundTarget();
- return TRUE;
- }
- else
- {
- r = random ();
-
- if (r < 0.25)
- {
- sprint(self.owner, "Die interloper!\n");
- }
- else if (r < 0.50)
- {
- sprint(self.owner, "Eat me, loser!\n");
- }
- else if (r < 0.75)
- {
- sprint(self.owner, "Meet Zeus, mortal!\n");
- }
- else {
- sprint(self.owner, "Initiating capitol punishment...\n");
- }
- BotFoundTarget();
- return TRUE;
- }
- };
- */
- // New Code
- float() BotFindTarget =
- {
- local entity head, selected;
- local float dist;
- dist = 1500; // awareness radius of bot, increasing it slows down game
- selected = world;
-
- head = findradius(self.origin, 1500);
- while(head)
- {
- // if(!(head.flags & FL_NOTARGET) && (head.flags & FL_MONSTER)) Original Code
- // Old Code if(!(head.flags & FL_NOTARGET) && ((head.flags & FL_CLIENT) || (head.flags & FL_MONSTER)))
- if(!(head.flags & FL_NOTARGET) && ((head.flags & FL_CLIENT) || (head.flags & FL_MONSTER)))
- if (((teamplay) && (head.team != self.owner.team)) || (!teamplay))
- if ((head.health > 1) && (head != self) && (head.bot != self))
- if (visible(head))
- if (trace_plane_dist < dist)
- if ((head.health > 0) && (head !=self))
- {
- selected = head;
- dist = trace_plane_dist;
- }
- head = head.chain;
- }
- self.enemy = selected;
-
- if (self.enemy == world)
- return FALSE;
- else
- /* if (self.enemy.bot == self)
- // return FALSE;
- // else
- // if (teamplay == 1)
- // {
- // if (self.enemy.team == self.team)
- // {
- // No Longer self.enemy = world;
- // Needed I Hope return FALSE;
- // }
- // else
- // Modified by Silvar
- // {
- // BotFoundTarget();
- // return TRUE;
- // }
- // }
- // else
- */
- {
- BotFoundTarget();
- return TRUE;
- }
- };
- // end new code
- //=============================================================
- // bot_ai_stand - bot stands in place until target acquired,
- // and starts to walk if pausetime has expired
- //=============================================================
- void() bot_ai_stand =
- {
- if (BotFindTarget ())
- return;
-
- if (vlen (self.origin - self.owner.origin) > 100)
- {
- bot_follow1 ();
- return;
- }
- else if (vlen (self.origin - self.owner.origin) > teleport_dist)
- {
- Bot_TeleportToOwner ();
- }
-
- if (time > self.pausetime)
- {
- self.th_walk (); /* was self.th_walk */
- return;
- }
- };
-
-
- //=============================================================
- // bot_pain
- //=============================================================
- void(entity attacker, float damage) bot_pain =
- {
- local float r;
- local entity oldself;
-
- r = random ();
- if (self.pain_finished > time)
- return;
-
-
- if (r < 0.5)
- sound (self, CHAN_VOICE, "enforcer/pain1.wav", 1, ATTN_NORM);
- else
- sound (self, CHAN_VOICE, "enforcer/pain2.wav", 1, ATTN_NORM);
-
-
- // Been hit, so go into automatic mode
- if (!(self.owner.bot_auto))
- {
- oldself = self;
- self = self.owner;
- BotAutoToggle();
- self = oldself;
- // self.enemy = attacker.owner;
- // BotFoundTarget();
- }
-
- if (r < 0.2)
- {
- self.pain_finished = time + 1;
- bot_paina1 ();
- }
- else if (r < 0.4)
- {
- self.pain_finished = time + 1;
- bot_painb1 ();
- }
- else if (r < 0.7)
- {
- self.pain_finished = time + 1;
- bot_painc1 ();
- }
- else
- {
- self.pain_finished = time + 2;
- bot_paind1 ();
- }
-
- };
-
- //=============================================================
- // bot_die
- //=============================================================
- void() bot_die =
- {
- sound (self, CHAN_VOICE, "enforcer/death1.wav", 1, ATTN_NORM);
- if (random() > 0.5)
- bot_die1 ();
- else
- bot_fdie1 ();
-
- // death frame sequence includes bot deactivation
- };
-
-
- //=============================================================
- // BotSightSound
- //=============================================================
- void() BotSightSound =
- {
- local float rsnd;
-
- rsnd = rint(random() * 3);
- if (rsnd == 1)
- sound (self, CHAN_VOICE, "enforcer/sight1.wav", 1, ATTN_NORM);
- else if (rsnd == 2)
- sound (self, CHAN_VOICE, "enforcer/sight2.wav", 1, ATTN_NORM);
- else if (rsnd == 0)
- sound (self, CHAN_VOICE, "enforcer/sight3.wav", 1, ATTN_NORM);
- else
- sound (self, CHAN_VOICE, "enforcer/sight4.wav", 1, ATTN_NORM);
- };
-
-
- //=============================================================
- // BotHuntTarget
- //=============================================================
- void() BotHuntTarget =
- {
- self.goalentity = self.enemy;
- self.think = self.th_run;
- self.ideal_yaw = vectoyaw(self.enemy.origin - self.origin);
- self.nextthink = time + 0.1;
- SUB_AttackFinished (0.1); // wait a while before first attack
- };
-
-
- //=============================================================
- // BotFoundTarget
- //=============================================================
- void() BotFoundTarget =
- {
- local float f_dist;
- local string s_dist;
- local float r;
- local string newname;
-
- f_dist = vlen (self.enemy.origin - self.origin);
- s_dist = ftos (f_dist);
-
- self.show_hostile = time + 1; // wake up other monsters
-
- /*
- sprint (self.owner, "targetting: ");
- if (self.enemy.classname == "player")
- {
- sprint (self.owner, self.enemy.netname);
- }
- else
- sprint (self.owner, self.enemy.classname);
- sprint (self.owner, "\n");
- sprint (self.owner, " distance: ");
- sprint (self.owner, s_dist);
- sprint (self.owner, "\n");
- */
- newname = "jerk";
- if(self.enemy.classname == "monster_army")
- newname = "jarhead";
- if (self.enemy.classname == "monster_demon1")
- newname = "Fiend";
- if (self.enemy.classname == "monster_dog")
- newname = "Lassie";
- if (self.enemy.classname == "monster_enforcer")
- newname = "you fool";
- if (self.enemy.classname == "monster_fish")
- newname = "you scum sucker";
- if (self.enemy.classname == "monster_hell_knight")
- newname = "you metal freak";
- if (self.enemy.classname == "monster_knight")
- newname = "Tin Man";
- if (self.enemy.classname == "monster_ogre")
- newname = "you hairy brute";
- if (self.enemy.classname == "monster_shalrath")
- newname = "Cinderella";
- if (self.enemy.classname == "monster_shambler")
- newname = "you mutant toddler";
- if (self.enemy.classname == "monster_tarbaby")
- newname = "Tarbaby";
- if (self.enemy.classname == "monster_wizard")
- newname = "you floating puss-bag";
- if (self.enemy.classname == "monster_zombie")
- newname = "Frankenstein";
-
- if (self.enemy.classname == "player")
- {
- r = random ();
-
- if (r < 0.25)
- {
- bprint("Bot: Die,");
- bprint (self.enemy.netname);
- bprint ("!\n");
- }
- else if (r < 0.50)
- {
- bprint("Bot: Eat me,");
- bprint (self.enemy.netname);
- bprint ("!\n");
- }
- else if (r < 0.75)
- {
- bprint("Bot: Meet my friend Zeus,");
- bprint (self.enemy.netname);
- bprint ("!\n");
- }
- else
- {
- bprint("Bot: Subject ");
- bprint (self.enemy.netname);
- bprint (" marked for termination.\n");
- }
- }
- else
- {
- r = random ();
-
- if (r < 0.166)
- {
- sprint(self.owner, "Bot: Die interloper!\n");
- }
- else if (r < 0.332)
- {
- sprint (self.owner, "Bot: Eat me, ");
- sprint (self.owner, newname);
- sprint (self.owner, "!\n");
- }
- else if (r < 0.498)
- {
- sprint(self.owner, "Bot: Meet my friend Zeus, mortal!\n");
- }
- else if (r < 0.664)
- {
- sprint (self.owner, "Bot: Subject ");
- sprint (self.owner, self.enemy.classname);
- sprint (self.owner, " marked for termination.\n");
- }
- else if (r < 0.83)
- {
- sprint (self.owner, "Bot: Taste my shaft, ");
- sprint (self.owner, newname);
- sprint (self.owner, "!\n");
- }
- else
- {
- sprint (self.owner, "Bot: Eat light, ");
- sprint (self.owner, newname);
- sprint (self.owner, "!\n");
- }
- }
-
- BotSightSound ();
- BotHuntTarget ();
- };
-
-
- //=============================================================
- // bot_ai_walk - bot is walking, looking for enemies
- //=============================================================
- void(float dist) bot_ai_walk =
- {
- if (BotFindTarget ())
- return;
-
- if (vlen (self.origin - self.owner.origin) > 100)
- {
- bot_follow1();
- return;
- }
- else if (vlen (self.origin - self.owner.origin) > teleport_dist)
- {
- Bot_TeleportToOwner ();
- }
-
- movetogoal (dist);
- };
-
-
- //=============================================================
- // bot_ai_follow - bot is following player, looking for enemies
- //=============================================================
- void(float dist) bot_ai_follow =
- {
- if (BotFindTarget ())
- return;
-
- if (vlen (self.origin - self.owner.origin) <= 50)
- {
- self.pausetime = time + 2;
- self.th_stand ();
- return;
- }
- else if (vlen (self.origin - self.owner.origin) > teleport_dist)
- {
- Bot_TeleportToOwner ();
- }
-
- movetogoal (dist);
- };
-
-
- //=============================================================
- // man_bot_ai_walk - bot is walking
- //=============================================================
- void(float dist) man_bot_ai_walk =
- {
- local vector temp_vec;
-
- ChangeYaw();
- makevectors (self.angles);
- temp_vec = vectoangles (v_forward);
- walkmove (temp_vec_y, dist);
- };
-
-
- //=============================================================
- // man_bot_ai_run - bot is running
- //=============================================================
- void(float dist) man_bot_ai_run =
- {
- local entity temp_ent;
- local vector temp_vec;
-
- ChangeYaw();
- makevectors (self.angles);
-
- temp_ent = spawn();
- temp_ent.classname = "navpoint";
- temp_ent.owner = self;
- temp_ent.angles = self.angles;
- temp_ent.nextthink = time + 0.1;
- temp_ent.think = SUB_Remove;
- temp_ent.takedamage = DAMAGE_NO;
- temp_ent.solid = SOLID_NOT;
- temp_ent.movetype = MOVETYPE_NONE;
-
- self.enemy = self.goalentity = self.movetarget = temp_ent;
-
- makevectors (self.angles);
- temp_vec = self.origin + (v_forward * 100);
- setorigin (temp_ent, temp_vec);
-
- movetogoal (dist);
- };
-
-
- //=============================================================
- // bot_ai_turn - turn towards ideal_yaw if no enemy sighted
- //=============================================================
- void() bot_ai_turn =
- {
- if (BotFindTarget ())
- return;
-
- ChangeYaw ();
- };
-
-
- //=============================================================
- // bot_ai_run - still needs a little work
- //=============================================================
- void(float dist) bot_ai_run =
- {
- local vector delta;
- local float axis;
- local float direct, ang_rint, ang_floor, ang_ceil;
-
- movedist = dist;
-
- if (self.enemy.health <= 0)
- {
- self.enemy = world;
- if (self.oldenemy.health > 0)
- {
- self.enemy = self.oldenemy;
- BotHuntTarget ();
- }
- else
- {
- if (BotFindTarget())
- return;
- else
- {
- self.movetarget = self.owner;
- self.th_walk (); /* was self.th_walk */
- return;
- }
- }
- }
-
- self.show_hostile = time + 1; // wake up other monsters
-
- enemy_vis = visible(self.enemy);
- if (enemy_vis)
- self.search_time = time + 5;
-
- enemy_infront = infront(self.enemy);
- enemy_range = range(self.enemy);
- enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
-
- if (self.attack_state == AS_MISSILE)
- {
- ai_run_missile ();
- return;
- }
- if (self.attack_state == AS_MELEE)
- {
- ai_run_melee ();
- return;
- }
-
- if (CheckAnyAttack ())
- return; // beginning an attack
-
- if (self.attack_state == AS_SLIDING)
- {
- ai_run_slide ();
- return;
- }
-
- movetogoal (dist); // done in C code...
- };
-
-
- //=============================================================
- // BotCheckRefire
- //=============================================================
- void (void () thinkst) BotCheckRefire =
- {
- if (!visible (self.enemy) || (self.enemy.health <= 0))
- return;
- self.think = thinkst;
- };
-
-
- //=============================================================
- // BotSelfDeActivate - Bot deactivates itself
- //=============================================================
- void () BotSelfDeActivate =
- {
- local entity bot_owner;
- bot_owner = self.owner;
-
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_TELEPORT);
- WriteCoord (MSG_BROADCAST, self.origin_x);
- WriteCoord (MSG_BROADCAST, self.origin_y);
- WriteCoord (MSG_BROADCAST, self.origin_z);
- sound (self, CHAN_BODY, "misc/r_tele1.wav", 1, ATTN_NORM);
- remove (self);
- bot_owner.bot_flag = FALSE;
- sprint (bot_owner, "bot deactivated\n");
- };
-
- /*╔═══════════════════════════════════════════════════════════════════════╗
- ║ ║
- ║ Start code for firing Lightning ║
- ║ ║
- ╚═══════════════════════════════════════════════════════════════════════╝*/
-
- void() bot_CastLightning =
- {
- local vector org, dir;
- local float ox;
-
- ox = 4;
-
- // remove muzzle flash effect
- self.effects = self.effects | EF_MUZZLEFLASH;
-
- // ai_face ();
-
- org = self.origin + v_forward * 30 + v_right*ox + '0 0 16';
-
- // dir for Shambler's lightning
- dir = self.enemy.origin + '0 0 16' - org;
-
- // dir = self.enemy.origin - self.origin;
- dir = normalize (dir);
-
- traceline (org, self.origin + dir*600, TRUE, self);
-
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_LIGHTNING1);
- WriteEntity (MSG_BROADCAST, self);
- WriteCoord (MSG_BROADCAST, org_x);
- WriteCoord (MSG_BROADCAST, org_y);
- WriteCoord (MSG_BROADCAST, org_z);
- WriteCoord (MSG_BROADCAST, trace_endpos_x);
- WriteCoord (MSG_BROADCAST, trace_endpos_y);
- WriteCoord (MSG_BROADCAST, trace_endpos_z);
-
- LightningDamage (org, trace_endpos, self, 10);
- };
-
- /*∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
- ∙ ∙
- ∙ Bot_Fire ∙
- ∙ ∙
- ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙*/
-
- void () bot_fire =
- {
- // in future, adjust frame sequence to not show firing if auto_fire off
-
- if (self.auto_fire)
- {
- if (!visible (self.enemy) || (self.enemy.health <= 0))
- return;
- bot_CastLightning ();
-
- // if starting attack, play lstart.wav
- if (self.attack_finished < time)
- {
- sound (self, CHAN_WEAPON, "weapons/lstart.wav", 1, ATTN_NORM);
- self.attack_finished = time + 0.1;
- }
- // if attack is started, and 0.6 secs have passed, play lhit.wav
- else if (self.t_width < time)
- {
- sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
- self.t_width = time + 0.6;
- }
-
- bot_CastLightning ();
- }
- else
- return;
- };
-
- /*∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙
- ∙ ∙
- ∙ Bot_Fire2 ∙
- ∙ ∙
- ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙*/
-
- void () bot_fire2 =
- {
- // in future, adjust frame sequence to not show firing if auto_fire off
-
- if (self.auto_fire)
- {
- self.oldenemy = self.enemy;
- if (!visible (self.enemy) || (self.enemy.health <= 0))
- {
- if (BotFindTarget ())
- return;
-
- ChangeYaw ();
- self.enemy = self.oldenemy;
- }
- bot_CastLightning ();
- // if starting attack, play lstart.wav
- if (self.attack_finished < time)
- {
- sound (self, CHAN_WEAPON, "weapons/lstart.wav", 1, ATTN_NORM);
- self.attack_finished = time + 0.1;
- }
- // if attack is started, and 0.6 secs have passed, play lhit.wav
- else if (self.t_width < time)
- {
- sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
- self.t_width = time + 0.6;
- }
-
- bot_CastLightning ();
- }
- else
- return;
- };
-
- /*╔═══════════════════════════════════════════════════════════════════════╗
- ║ ║
- ║ Start code for firing Nailgun ║
- ║ ║
- ╚═══════════════════════════════════════════════════════════════════════╝*/
-
- void () Bot_FireNails =
- {
- // in future, adjust frame sequence to not show firing if auto_fire off
-
- if (self.auto_fire)
- {
- self.oldenemy = self.enemy;
- if (!visible (self.enemy) || (self.enemy.health <= 0))
- {
- if (BotFindTarget ())
- return;
-
- ChangeYaw ();
- self.enemy = self.oldenemy;
- }
- Bot_EnforcerFire ('0.01 0.01 0');
- sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
- Bot_EnforcerFire ('0.01 0 0.01');
- }
- else
- return;
- };
-
-
- void(vector offset) Bot_EnforcerFire =
- {
- local vector org;
- local vector dir;
- local float ox;
-
- ox = 4;
-
- self.effects = self.effects | EF_MUZZLEFLASH;
- makevectors (self.angles);
- sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
-
- org = self.origin + v_forward * 30 + v_right*ox + '0 0 16';
- dir = self.enemy.origin - self.origin;
- dir = normalize(dir);
- launch_spike (org, dir);
- org = org + offset;
- launch_spike (org, dir);
- Bot_LaunchSpike (org, dir);
- };
-
- void(vector org, vector dir) Bot_LaunchSpike =
- {
- local vector vec, move;
- local float fly, mspeed, accuracy;
-
- newmis = spawn ();
- newmis.owner = self;
- newmis.movetype = MOVETYPE_FLYMISSILE;
- newmis.solid = SOLID_BBOX;
- mspeed = 1000;
- accuracy = 0.0;
- makevectors (self.angles);
- // set missile speed
- vec = self.enemy.origin + self.enemy.mins + self.enemy.size * 0.7 - newmis.origin;
- // calc aproximate time for missile to reach vec
- fly = vlen (vec) / mspeed;
- // get the entities xy velocity
- move = self.enemy.velocity;
- move_z = 0;
- // project the target forward in time
- vec = vec + move * fly;
- vec = normalize(vec);
- vec = vec + accuracy*v_up*(random()- 0.1) + accuracy*v_right*(random()- 0.1);
- newmis.velocity = vec * mspeed;
- newmis.angles = '0 0 0';
- newmis.angles_y = vectoyaw(newmis.velocity);
- // set missile duration
- newmis.touch = spike_touch;
- newmis.classname = "spike";
- newmis.think = SUB_Remove;
- newmis.nextthink = time + 6;
- setmodel (newmis, "progs/spike.mdl");
- setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
- setorigin (newmis, org);
-
- };
-
- void () Bot_TeleportToOwner =
- {
- local vector org;
-
- sprint (self.owner, "I'm back!\n");
-
- spawn_tfog (self.origin);
- self.ideal_yaw = self.angles * '0 1 0';
- self.pausetime = time + 2;
- self.nextthink = time + 0.1;
- self.think = self.bot.th_stand;
-
- org = self.owner.origin + '0 0 0';
- setorigin(self, org);
-
- spawn_tfog (self.origin);
- self.nextthink = time + 0.1;
- self.think = self.th_stand;
- return;
- };
-