722 lines
22 KiB
C
722 lines
22 KiB
C
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#include "g_local.h"
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//
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// monster weapons
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//
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//FIXME mosnters should call these with a totally accurate direction
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// and we can mess it up based on skill. Spread should be for normal
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// and we can tighten or loosen based on skill. We could muck with
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// the damages too, but I'm not sure that's such a good idea.
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void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
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{
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fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype)
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{
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fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
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{
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fire_blaster (self, start, dir, damage, speed, effect, false);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype)
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{
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fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
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{
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fire_rocket (self, start, dir, damage, speed, damage+20, damage);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
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{
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fire_rail (self, start, aimdir, damage, kick);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
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{
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fire_bfg (self, start, aimdir, damage, speed, damage_radius);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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//
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// Monster utility functions
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//
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static void M_FliesOff (edict_t *self)
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{
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self->s.effects &= ~EF_FLIES;
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self->s.sound = 0;
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}
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static void M_FliesOn (edict_t *self)
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{
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if (self->waterlevel)
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return;
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self->s.effects |= EF_FLIES;
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self->s.sound = gi.soundindex ("infantry/inflies1.wav");
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self->think = M_FliesOff;
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self->nextthink = level.time + 60;
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}
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void M_FlyCheck (edict_t *self)
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{
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if (self->waterlevel)
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return;
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if (random() > 0.5)
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return;
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self->think = M_FliesOn;
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self->nextthink = level.time + 5 + 10 * random();
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}
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void AttackFinished (edict_t *self, float time)
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{
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self->monsterinfo.attack_finished = level.time + time;
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}
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void M_CheckGround (edict_t *ent)
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{
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vec3_t point;
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trace_t trace;
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if (ent->flags & (FL_SWIM|FL_FLY))
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return;
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if (ent->velocity[2] > 100)
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{
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ent->groundentity = NULL;
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return;
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}
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// if the hull point one-quarter unit down is solid the entity is on ground
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point[0] = ent->s.origin[0];
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point[1] = ent->s.origin[1];
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point[2] = ent->s.origin[2] - 0.25;
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID);
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// check steepness
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if ( trace.plane.normal[2] < 0.7 && !trace.startsolid)
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{
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ent->groundentity = NULL;
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return;
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}
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// ent->groundentity = trace.ent;
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// ent->groundentity_linkcount = trace.ent->linkcount;
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// if (!trace.startsolid && !trace.allsolid)
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// VectorCopy (trace.endpos, ent->s.origin);
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if (!trace.startsolid && !trace.allsolid)
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{
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VectorCopy (trace.endpos, ent->s.origin);
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ent->groundentity = trace.ent;
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ent->groundentity_linkcount = trace.ent->linkcount;
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ent->velocity[2] = 0;
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}
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}
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void M_CatagorizePosition (edict_t *ent)
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{
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vec3_t point;
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int cont;
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//
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// get waterlevel
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//
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point[0] = ent->s.origin[0];
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point[1] = ent->s.origin[1];
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point[2] = ent->s.origin[2] + ent->mins[2] + 1;
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cont = gi.pointcontents (point);
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if (!(cont & MASK_WATER))
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{
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ent->waterlevel = 0;
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ent->watertype = 0;
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return;
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}
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ent->watertype = cont;
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ent->waterlevel = 1;
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point[2] += 26;
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cont = gi.pointcontents (point);
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if (!(cont & MASK_WATER))
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return;
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ent->waterlevel = 2;
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point[2] += 22;
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cont = gi.pointcontents (point);
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if (cont & MASK_WATER)
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ent->waterlevel = 3;
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}
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void M_WorldEffects (edict_t *ent)
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{
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int dmg;
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if (ent->health > 0)
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{
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if (!(ent->flags & FL_SWIM))
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{
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if (ent->waterlevel < 3)
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{
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ent->air_finished = level.time + 12;
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}
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else if (ent->air_finished < level.time)
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{ // drown!
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if (ent->pain_debounce_time < level.time)
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{
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dmg = 2 + 2 * floor(level.time - ent->air_finished);
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if (dmg > 15)
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dmg = 15;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
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ent->pain_debounce_time = level.time + 1;
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}
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}
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}
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else
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{
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if (ent->waterlevel > 0)
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{
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ent->air_finished = level.time + 9;
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}
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else if (ent->air_finished < level.time)
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{ // suffocate!
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if (ent->pain_debounce_time < level.time)
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{
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dmg = 2 + 2 * floor(level.time - ent->air_finished);
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if (dmg > 15)
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dmg = 15;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
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ent->pain_debounce_time = level.time + 1;
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}
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}
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}
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}
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if (ent->waterlevel == 0)
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{
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if (ent->flags & FL_INWATER)
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{
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
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ent->flags &= ~FL_INWATER;
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}
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return;
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}
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if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA))
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{
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if (ent->damage_debounce_time < level.time)
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{
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ent->damage_debounce_time = level.time + 0.2;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA);
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}
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}
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if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME))
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{
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if (ent->damage_debounce_time < level.time)
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{
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ent->damage_debounce_time = level.time + 1;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME);
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}
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}
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if ( !(ent->flags & FL_INWATER) )
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{
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if (!(ent->svflags & SVF_DEADMONSTER))
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{
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if (ent->watertype & CONTENTS_LAVA)
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if (random() <= 0.5)
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava1.wav"), 1, ATTN_NORM, 0);
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else
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava2.wav"), 1, ATTN_NORM, 0);
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else if (ent->watertype & CONTENTS_SLIME)
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
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else if (ent->watertype & CONTENTS_WATER)
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
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}
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ent->flags |= FL_INWATER;
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ent->damage_debounce_time = 0;
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}
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}
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void M_droptofloor (edict_t *ent)
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{
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vec3_t end;
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trace_t trace;
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ent->s.origin[2] += 1;
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VectorCopy (ent->s.origin, end);
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end[2] -= 256;
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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if (trace.fraction == 1 || trace.allsolid)
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return;
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VectorCopy (trace.endpos, ent->s.origin);
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gi.linkentity (ent);
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M_CheckGround (ent);
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M_CatagorizePosition (ent);
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}
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void M_SetEffects (edict_t *ent)
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{
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ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN);
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ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
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if (ent->monsterinfo.aiflags & AI_RESURRECTING)
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{
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ent->s.effects |= EF_COLOR_SHELL;
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ent->s.renderfx |= RF_SHELL_RED;
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}
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if (ent->health <= 0)
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return;
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if (ent->powerarmor_time > level.time)
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{
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if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SCREEN)
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{
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ent->s.effects |= EF_POWERSCREEN;
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}
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else if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SHIELD)
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{
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ent->s.effects |= EF_COLOR_SHELL;
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ent->s.renderfx |= RF_SHELL_GREEN;
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}
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}
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}
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void M_MoveFrame (edict_t *self)
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{
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mmove_t *move;
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int index;
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move = self->monsterinfo.currentmove;
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self->nextthink = level.time + FRAMETIME;
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if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe))
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{
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self->s.frame = self->monsterinfo.nextframe;
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self->monsterinfo.nextframe = 0;
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}
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else
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{
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if (self->s.frame == move->lastframe)
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{
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if (move->endfunc)
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{
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move->endfunc (self);
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// regrab move, endfunc is very likely to change it
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move = self->monsterinfo.currentmove;
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// check for death
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if (self->svflags & SVF_DEADMONSTER)
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return;
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}
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}
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if (self->s.frame < move->firstframe || self->s.frame > move->lastframe)
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{
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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self->s.frame = move->firstframe;
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}
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else
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{
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if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
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{
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self->s.frame++;
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if (self->s.frame > move->lastframe)
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self->s.frame = move->firstframe;
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}
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}
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}
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index = self->s.frame - move->firstframe;
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if (move->frame[index].aifunc)
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if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
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move->frame[index].aifunc (self, move->frame[index].dist * self->monsterinfo.scale);
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else
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move->frame[index].aifunc (self, 0);
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if (move->frame[index].thinkfunc)
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move->frame[index].thinkfunc (self);
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}
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void monster_think (edict_t *self)
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{
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M_MoveFrame (self);
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if (self->linkcount != self->monsterinfo.linkcount)
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{
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self->monsterinfo.linkcount = self->linkcount;
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M_CheckGround (self);
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}
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M_CatagorizePosition (self);
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M_WorldEffects (self);
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M_SetEffects (self);
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}
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/*
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================
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monster_use
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Using a monster makes it angry at the current activator
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================
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*/
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void monster_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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if (self->enemy)
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return;
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if (self->health <= 0)
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return;
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if (activator->flags & FL_NOTARGET)
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return;
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if (!(activator->client) && !(activator->monsterinfo.aiflags & AI_GOOD_GUY))
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return;
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// delay reaction so if the monster is teleported, its sound is still heard
|
||
|
self->enemy = activator;
|
||
|
FoundTarget (self);
|
||
|
}
|
||
|
|
||
|
|
||
|
void monster_start_go (edict_t *self);
|
||
|
|
||
|
|
||
|
void monster_triggered_spawn (edict_t *self)
|
||
|
{
|
||
|
self->s.origin[2] += 1;
|
||
|
KillBox (self);
|
||
|
|
||
|
self->solid = SOLID_BBOX;
|
||
|
self->movetype = MOVETYPE_STEP;
|
||
|
self->svflags &= ~SVF_NOCLIENT;
|
||
|
self->air_finished = level.time + 12;
|
||
|
gi.linkentity (self);
|
||
|
|
||
|
monster_start_go (self);
|
||
|
|
||
|
if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET))
|
||
|
{
|
||
|
FoundTarget (self);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->enemy = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void monster_triggered_spawn_use (edict_t *self, edict_t *other, edict_t *activator)
|
||
|
{
|
||
|
// we have a one frame delay here so we don't telefrag the guy who activated us
|
||
|
self->think = monster_triggered_spawn;
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
if (activator->client)
|
||
|
self->enemy = activator;
|
||
|
self->use = monster_use;
|
||
|
}
|
||
|
|
||
|
void monster_triggered_start (edict_t *self)
|
||
|
{
|
||
|
self->solid = SOLID_NOT;
|
||
|
self->movetype = MOVETYPE_NONE;
|
||
|
self->svflags |= SVF_NOCLIENT;
|
||
|
self->nextthink = 0;
|
||
|
self->use = monster_triggered_spawn_use;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
monster_death_use
|
||
|
|
||
|
When a monster dies, it fires all of its targets with the current
|
||
|
enemy as activator.
|
||
|
================
|
||
|
*/
|
||
|
void monster_death_use (edict_t *self)
|
||
|
{
|
||
|
self->flags &= ~(FL_FLY|FL_SWIM);
|
||
|
self->monsterinfo.aiflags &= AI_GOOD_GUY;
|
||
|
|
||
|
if (self->item)
|
||
|
{
|
||
|
Drop_Item (self, self->item);
|
||
|
self->item = NULL;
|
||
|
}
|
||
|
|
||
|
if (self->deathtarget)
|
||
|
self->target = self->deathtarget;
|
||
|
|
||
|
if (!self->target)
|
||
|
return;
|
||
|
|
||
|
G_UseTargets (self, self->enemy);
|
||
|
}
|
||
|
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
qboolean monster_start (edict_t *self)
|
||
|
{
|
||
|
if (deathmatch->value)
|
||
|
{
|
||
|
G_FreeEdict (self);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ((self->spawnflags & 4) && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
|
||
|
{
|
||
|
self->spawnflags &= ~4;
|
||
|
self->spawnflags |= 1;
|
||
|
// gi.dprintf("fixed spawnflags on %s at %s\n", self->classname, vtos(self->s.origin));
|
||
|
}
|
||
|
|
||
|
if (!(self->monsterinfo.aiflags & AI_GOOD_GUY))
|
||
|
level.total_monsters++;
|
||
|
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
self->svflags |= SVF_MONSTER;
|
||
|
self->s.renderfx |= RF_FRAMELERP;
|
||
|
self->takedamage = DAMAGE_AIM;
|
||
|
self->air_finished = level.time + 12;
|
||
|
self->use = monster_use;
|
||
|
self->max_health = self->health;
|
||
|
self->clipmask = MASK_MONSTERSOLID;
|
||
|
|
||
|
self->s.skinnum = 0;
|
||
|
self->deadflag = DEAD_NO;
|
||
|
self->svflags &= ~SVF_DEADMONSTER;
|
||
|
|
||
|
if (!self->monsterinfo.checkattack)
|
||
|
self->monsterinfo.checkattack = M_CheckAttack;
|
||
|
VectorCopy (self->s.origin, self->s.old_origin);
|
||
|
|
||
|
if (st.item)
|
||
|
{
|
||
|
self->item = FindItemByClassname (st.item);
|
||
|
if (!self->item)
|
||
|
gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
|
||
|
}
|
||
|
|
||
|
// randomize what frame they start on
|
||
|
if (self->monsterinfo.currentmove)
|
||
|
self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void monster_start_go (edict_t *self)
|
||
|
{
|
||
|
vec3_t v;
|
||
|
|
||
|
if (self->health <= 0)
|
||
|
return;
|
||
|
|
||
|
// check for target to combat_point and change to combattarget
|
||
|
if (self->target)
|
||
|
{
|
||
|
qboolean notcombat;
|
||
|
qboolean fixup;
|
||
|
edict_t *target;
|
||
|
|
||
|
target = NULL;
|
||
|
notcombat = false;
|
||
|
fixup = false;
|
||
|
while ((target = G_Find (target, FOFS(targetname), self->target)) != NULL)
|
||
|
{
|
||
|
if (strcmp(target->classname, "point_combat") == 0)
|
||
|
{
|
||
|
self->combattarget = self->target;
|
||
|
fixup = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
notcombat = true;
|
||
|
}
|
||
|
}
|
||
|
if (notcombat && self->combattarget)
|
||
|
gi.dprintf("%s at %s has target with mixed types\n", self->classname, vtos(self->s.origin));
|
||
|
if (fixup)
|
||
|
self->target = NULL;
|
||
|
}
|
||
|
|
||
|
// validate combattarget
|
||
|
if (self->combattarget)
|
||
|
{
|
||
|
edict_t *target;
|
||
|
|
||
|
target = NULL;
|
||
|
while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL)
|
||
|
{
|
||
|
if (strcmp(target->classname, "point_combat") != 0)
|
||
|
{
|
||
|
gi.dprintf("%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n",
|
||
|
self->classname, (int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2],
|
||
|
self->combattarget, target->classname, (int)target->s.origin[0], (int)target->s.origin[1],
|
||
|
(int)target->s.origin[2]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (self->target)
|
||
|
{
|
||
|
self->goalentity = self->movetarget = G_PickTarget(self->target);
|
||
|
if (!self->movetarget)
|
||
|
{
|
||
|
gi.dprintf ("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
|
||
|
self->target = NULL;
|
||
|
self->monsterinfo.pausetime = 100000000;
|
||
|
self->monsterinfo.stand (self);
|
||
|
}
|
||
|
else if (strcmp (self->movetarget->classname, "path_corner") == 0)
|
||
|
{
|
||
|
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
|
||
|
self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
|
||
|
self->monsterinfo.walk (self);
|
||
|
self->target = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->goalentity = self->movetarget = NULL;
|
||
|
self->monsterinfo.pausetime = 100000000;
|
||
|
self->monsterinfo.stand (self);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->monsterinfo.pausetime = 100000000;
|
||
|
self->monsterinfo.stand (self);
|
||
|
}
|
||
|
|
||
|
self->think = monster_think;
|
||
|
self->nextthink = level.time + FRAMETIME;
|
||
|
}
|
||
|
|
||
|
|
||
|
void walkmonster_start_go (edict_t *self)
|
||
|
{
|
||
|
if (!(self->spawnflags & 2) && level.time < 1)
|
||
|
{
|
||
|
M_droptofloor (self);
|
||
|
|
||
|
if (self->groundentity)
|
||
|
if (!M_walkmove (self, 0, 0))
|
||
|
gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
|
||
|
}
|
||
|
|
||
|
if (!self->yaw_speed)
|
||
|
self->yaw_speed = 20;
|
||
|
self->viewheight = 25;
|
||
|
|
||
|
monster_start_go (self);
|
||
|
|
||
|
if (self->spawnflags & 2)
|
||
|
monster_triggered_start (self);
|
||
|
}
|
||
|
|
||
|
void walkmonster_start (edict_t *self)
|
||
|
{
|
||
|
self->think = walkmonster_start_go;
|
||
|
monster_start (self);
|
||
|
}
|
||
|
|
||
|
|
||
|
void flymonster_start_go (edict_t *self)
|
||
|
{
|
||
|
if (!M_walkmove (self, 0, 0))
|
||
|
gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
|
||
|
|
||
|
if (!self->yaw_speed)
|
||
|
self->yaw_speed = 10;
|
||
|
self->viewheight = 25;
|
||
|
|
||
|
monster_start_go (self);
|
||
|
|
||
|
if (self->spawnflags & 2)
|
||
|
monster_triggered_start (self);
|
||
|
}
|
||
|
|
||
|
|
||
|
void flymonster_start (edict_t *self)
|
||
|
{
|
||
|
self->flags |= FL_FLY;
|
||
|
self->think = flymonster_start_go;
|
||
|
monster_start (self);
|
||
|
}
|
||
|
|
||
|
|
||
|
void swimmonster_start_go (edict_t *self)
|
||
|
{
|
||
|
if (!self->yaw_speed)
|
||
|
self->yaw_speed = 10;
|
||
|
self->viewheight = 10;
|
||
|
|
||
|
monster_start_go (self);
|
||
|
|
||
|
if (self->spawnflags & 2)
|
||
|
monster_triggered_start (self);
|
||
|
}
|
||
|
|
||
|
void swimmonster_start (edict_t *self)
|
||
|
{
|
||
|
self->flags |= FL_SWIM;
|
||
|
self->think = swimmonster_start_go;
|
||
|
monster_start (self);
|
||
|
}
|