/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Lazarus Quake 2 Mod source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "g_local.h" void InitiallyDead (edict_t *self); // Lazarus: If worldspawn CORPSE_SINK effects flag is set, // monsters/actors fade out and sink into the floor // 30 seconds after death #define SINKAMT 1 void FadeSink (edict_t *ent) { ent->count++; ent->s.origin[2]-=SINKAMT; ent->think=FadeSink; if (ent->count==5) { ent->s.renderfx &= ~RF_TRANSLUCENT; ent->s.effects |= EF_SPHERETRANS; } if (ent->count==10) ent->think=G_FreeEdict; ent->nextthink=level.time+FRAMETIME; } void FadeDieSink (edict_t *ent) { ent->takedamage = DAMAGE_NO; // can't gib 'em once they start sinking ent->s.effects &= ~EF_FLIES; ent->s.sound = 0; ent->s.origin[2]-=SINKAMT; ent->s.renderfx=RF_TRANSLUCENT; ent->think=FadeSink; ent->nextthink=level.time+FRAMETIME; ent->count=0; } // Lazarus: M_SetDeath is used to restore the death movement, // bounding box, and a few other parameters for dead // monsters that change levels with a trigger_transition qboolean M_SetDeath(edict_t *self, mmove_t **deathmoves) { mmove_t *move=NULL; mmove_t *dmove; if (self->health > 0) return false; while (*deathmoves && !move) { dmove = *deathmoves; if ( (self->s.frame >= dmove->firstframe) && (self->s.frame <= dmove->lastframe) ) move = dmove; else deathmoves++; } if (move) { self->monsterinfo.currentmove = move; if (self->monsterinfo.currentmove->endfunc) self->monsterinfo.currentmove->endfunc(self); self->s.frame = move->lastframe; self->s.skinnum |= 1; return true; } return false; } // // monster weapons // //FIXME monsters should call these with a totally accurate direction // and we can mess it up based on skill. Spread should be for normal // and we can tighten or loosen based on skill. We could muck with // the damages too, but I'm not sure that's such a good idea. void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype) { fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } 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) { fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect, int color) { fire_blaster (self, start, dir, damage, speed, effect, false, color); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype) { fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40, false); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, edict_t *homing_target) { fire_rocket (self, start, dir, damage, speed, damage+20, damage, homing_target); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype) { fire_rail (self, start, aimdir, damage, kick); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype) { fire_bfg (self, start, aimdir, damage, speed, damage_radius); gi.WriteByte (svc_muzzleflash2); gi.WriteShort (self - g_edicts); gi.WriteByte (flashtype); gi.multicast (start, MULTICAST_PVS); } // // Monster utility functions // void M_FliesOff (edict_t *self) { self->s.effects &= ~EF_FLIES; self->s.sound = 0; } void M_FliesOn (edict_t *self) { if (self->waterlevel) return; self->s.effects |= EF_FLIES; self->s.sound = gi.soundindex ("infantry/inflies1.wav"); self->think = M_FliesOff; self->nextthink = level.time + 60; } void M_FlyCheck (edict_t *self) { // Knightmare- keep running lava check self->postthink = deadmonster_think; if (self->monsterinfo.flies > 1.0) { // should ALREADY have flies self->think = M_FliesOff; self->nextthink = level.time + 60; return; } if (self->waterlevel) return; if (random() > self->monsterinfo.flies) return; if (world->effects & FX_WORLDSPAWN_CORPSEFADE) return; self->think = M_FliesOn; self->nextthink = level.time + 5 + 10 * random(); } void AttackFinished (edict_t *self, float time) { self->monsterinfo.attack_finished = level.time + time; } void M_CheckGround (edict_t *ent) { vec3_t point; trace_t trace; if (level.time < ent->gravity_debounce_time) return; if (ent->flags & (FL_SWIM|FL_FLY)) return; if (ent->velocity[2] > 100) { ent->groundentity = NULL; return; } // if the hull point one-quarter unit down is solid the entity is on ground point[0] = ent->s.origin[0]; point[1] = ent->s.origin[1]; point[2] = ent->s.origin[2] - 0.25; trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID); // check steepness if ( trace.plane.normal[2] < 0.7 && !trace.startsolid) { ent->groundentity = NULL; return; } // Lazarus: The following 2 lines were in the original code and commented out // by id. However, the effect of this is that a player walking over // a dead monster who is laying on a brush model will cause the // dead monster to drop through the brush model. This change *may* // have other consequences, though, so watch out for this. ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; // if (!trace.startsolid && !trace.allsolid) // VectorCopy (trace.endpos, ent->s.origin); if (!trace.startsolid && !trace.allsolid) { VectorCopy (trace.endpos, ent->s.origin); ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; // mxd fix - setting ent->velocity[2] makes ents on fast ascending plats (speed >= 200) skip ahead ent->velocity[2] = 0; // Lazarus: what if the groundentity is moving? // ent->velocity[2] = trace.ent->velocity[2]; } } void M_CatagorizePosition (edict_t *ent) { vec3_t point; int cont; // // get waterlevel // // Lazarus... more broken code because of origin being screwed up // point[0] = ent->s.origin[0]; // point[1] = ent->s.origin[1]; // point[2] = ent->s.origin[2] + ent->mins[2] + 1; point[0] = (ent->absmax[0] + ent->absmin[0])/2; point[1] = (ent->absmax[1] + ent->absmin[1])/2; point[2] = ent->absmin[2] + 2; cont = gi.pointcontents (point); if (!(cont & MASK_WATER)) { ent->waterlevel = 0; ent->watertype = 0; return; } ent->watertype = cont; ent->waterlevel = 1; point[2] += 26; cont = gi.pointcontents (point); if (!(cont & MASK_WATER)) return; ent->waterlevel = 2; point[2] += 22; cont = gi.pointcontents (point); if (cont & MASK_WATER) ent->waterlevel = 3; } void M_WorldEffects (edict_t *ent) { int dmg; if (ent->health > 0) { if (!(ent->flags & FL_SWIM)) { if (ent->waterlevel < 3) { ent->air_finished = level.time + 12; } else if (ent->air_finished < level.time) { // drown! if (ent->pain_debounce_time < level.time) { dmg = 2 + 2 * floor(level.time - ent->air_finished); if (dmg > 15) dmg = 15; T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER); ent->pain_debounce_time = level.time + 1; } } } else { if (ent->waterlevel > 0) { ent->air_finished = level.time + 9; } else if (ent->air_finished < level.time) { // suffocate! if (ent->pain_debounce_time < level.time) { dmg = 2 + 2 * floor(level.time - ent->air_finished); if (dmg > 15) dmg = 15; T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER); ent->pain_debounce_time = level.time + 1; } } } } if (ent->waterlevel == 0) { if (ent->flags & FL_INWATER) { if (ent->watertype & CONTENTS_MUD) gi.sound (ent, CHAN_BODY, gi.soundindex("mud/mud_out1.wav"), 1, ATTN_NORM, 0); else gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0); ent->flags &= ~FL_INWATER; } return; } if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA)) { if (ent->damage_debounce_time < level.time) { ent->damage_debounce_time = level.time + 0.2; T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA); } } // slime doesn't damage dead monsters if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME) && !(ent->svflags & SVF_DEADMONSTER)) { if (ent->damage_debounce_time < level.time) { ent->damage_debounce_time = level.time + 1; T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME); } } if ( !(ent->flags & FL_INWATER) ) { if (!(ent->svflags & SVF_DEADMONSTER)) { if (ent->watertype & CONTENTS_LAVA) if (random() <= 0.5) gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava1.wav"), 1, ATTN_NORM, 0); else gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava2.wav"), 1, ATTN_NORM, 0); else if (ent->watertype & CONTENTS_SLIME) gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); else if (ent->watertype & CONTENTS_MUD) gi.sound (ent, CHAN_BODY, gi.soundindex("mud/mud_in2.wav"), 1, ATTN_NORM, 0); else if (ent->watertype & CONTENTS_WATER) gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0); } ent->flags |= FL_INWATER; ent->old_watertype = ent->watertype; ent->damage_debounce_time = 0; } } void M_droptofloor (edict_t *ent) { vec3_t end; trace_t trace; ent->s.origin[2] += 1; VectorCopy (ent->s.origin, end); end[2] -= 256; trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID); if (trace.fraction == 1 || trace.allsolid) return; VectorCopy (trace.endpos, ent->s.origin); gi.linkentity (ent); M_CheckGround (ent); M_CatagorizePosition (ent); } void M_SetEffects (edict_t *ent) { ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN); ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE); if (ent->monsterinfo.aiflags & AI_RESURRECTING) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_RED; } if (ent->health <= 0) return; if (ent->powerarmor_time > level.time) { if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SCREEN) { ent->s.effects |= EF_POWERSCREEN; } else if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SHIELD) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_GREEN; } } } void M_MoveFrame (edict_t *self) { mmove_t *move; int index; // Lazarus: For live monsters weaker than gladiator who aren't already running from // something, evade live grenades on the ground. if ((self->health > 0) && (self->max_health < 400) && !(self->monsterinfo.aiflags & AI_CHASE_THING) && self->monsterinfo.run) Grenade_Evade (self); move = self->monsterinfo.currentmove; self->nextthink = level.time + FRAMETIME; if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe)) { self->s.frame = self->monsterinfo.nextframe; self->monsterinfo.nextframe = 0; } else { if (self->s.frame == move->lastframe) { if (move->endfunc) { move->endfunc (self); // regrab move, endfunc is very likely to change it move = self->monsterinfo.currentmove; // check for death if (self->svflags & SVF_DEADMONSTER) return; } } if (self->s.frame < move->firstframe || self->s.frame > move->lastframe) { self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; self->s.frame = move->firstframe; } else { if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME)) { self->s.frame++; if (self->s.frame > move->lastframe) self->s.frame = move->firstframe; } } } index = self->s.frame - move->firstframe; if (move->frame[index].aifunc) if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME)) move->frame[index].aifunc (self, move->frame[index].dist * self->monsterinfo.scale); else move->frame[index].aifunc (self, 0); if (move->frame[index].thinkfunc) move->frame[index].thinkfunc (self); } void monster_think (edict_t *self) { M_MoveFrame (self); if (self->linkcount != self->monsterinfo.linkcount) { self->monsterinfo.linkcount = self->linkcount; M_CheckGround (self); } M_CatagorizePosition (self); M_WorldEffects (self); M_SetEffects (self); } // Knightmare- for dead monsters to check // if they've fallen into lava, etc. void deadmonster_think (edict_t *self) { M_CatagorizePosition (self); M_WorldEffects (self); M_SetEffects (self); } /* ================ monster_use Using a monster makes it angry at the current activator ================ */ void monster_use (edict_t *self, edict_t *other, edict_t *activator) { if (self->enemy) return; if (self->health <= 0) return; if (activator->flags & FL_NOTARGET) return; if (!(activator->client) && !(activator->monsterinfo.aiflags & AI_GOOD_GUY)) return; if (activator->flags & FL_DISGUISED) return; // if monster is "used" by player, turn off good guy stuff if (activator->client) { if (UseRegularGoodGuyFlag(self)) { self->spawnflags &= ~SF_MONSTER_GOODGUY; } self->monsterinfo.aiflags &= ~(AI_GOOD_GUY + AI_FOLLOW_LEADER); if (self->dmgteam && !Q_stricmp(self->dmgteam,"player")) self->dmgteam = NULL; } // 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 & SF_MONSTER_SIGHT) && !(self->enemy->flags & FL_NOTARGET)) { if (!(self->enemy->flags & FL_DISGUISED)) FoundTarget (self); else self->enemy = NULL; } 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; // Knightmare- good guy monsters shouldn't have an enemy from this if (activator->client && !(self->monsterinfo.aiflags & AI_GOOD_GUY)) self->enemy = activator; // Lazarus: Add 'em up if (!(self->monsterinfo.aiflags & AI_GOOD_GUY)) level.total_monsters++; 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; // Lazarus self->spawnflags &= ~SF_MONSTER_TRIGGER_SPAWN; } /* ================ 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) { edict_t *player; int i; self->flags &= ~(FL_FLY|FL_SWIM); self->monsterinfo.aiflags &= AI_GOOD_GUY; // Lazarus: If actor/monster is being used as a camera by a player, // turn camera off for that player for (i=0,player=g_edicts+1; ivalue; i++, player++) { if (player->client && player->client->spycam == self) camera_off(player); } 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; } // Lazarus: Already gibbed monsters passed across levels via trigger_transition: if ( (self->max_health > 0) && (self->health <= self->gib_health) && !(self->spawnflags & SF_MONSTER_NOGIB) ) { void SP_gibhead(edict_t *); SP_gibhead(self); return true; } // Lazarus: Good guys if ( UseRegularGoodGuyFlag(self) && (self->spawnflags & SF_MONSTER_GOODGUY) ) { self->monsterinfo.aiflags |= AI_GOOD_GUY; if (!self->dmgteam) { self->dmgteam = gi.TagMalloc(8*sizeof(char), TAG_LEVEL); // strncpy(self->dmgteam,"player"); Q_strncpyz(self->dmgteam, 8, "player"); } } // Lazarus: Max range for sight/attack if (st.distance) self->monsterinfo.max_range = max(500,st.distance); else self->monsterinfo.max_range = 1280; // Q2 default is 1000. We're mean. // Lazarus: We keep SIGHT to mean what old AMBUSH does, and AMBUSH additionally // now means don't play idle sounds /* if ((self->spawnflags & MONSTER_SIGHT) && !(self->monsterinfo.aiflags & AI_GOOD_GUY)) { self->spawnflags &= ~MONSTER_SIGHT; self->spawnflags |= MONSTER_AMBUSH; } */ if ((self->spawnflags & SF_MONSTER_AMBUSH) && !(self->monsterinfo.aiflags & AI_GOOD_GUY)) self->spawnflags |= SF_MONSTER_SIGHT; // Lazarus: Don't add trigger spawned monsters until they are actually spawned if (!(self->monsterinfo.aiflags & AI_GOOD_GUY) && !(self->spawnflags & SF_MONSTER_TRIGGER_SPAWN)) level.total_monsters++; self->nextthink = level.time + FRAMETIME; self->svflags |= SVF_MONSTER; self->s.renderfx |= RF_FRAMELERP; self->air_finished = level.time + 12; self->use = monster_use; // Lazarus - don't reset max_health unnecessarily if (!self->max_health) self->max_health = self->health; if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; else self->s.skinnum &= ~1; self->clipmask = MASK_MONSTERSOLID; if (self->s.skinnum < 1) // Knightmare added self->s.skinnum = 0; self->deadflag = DEAD_NO; self->svflags &= ~SVF_DEADMONSTER; if (self->monsterinfo.flies > 1.0) { self->s.effects |= EF_FLIES; self->s.sound = gi.soundindex ("infantry/inflies1.wav"); } // Lazarus if (self->health <=0) { self->svflags |= SVF_DEADMONSTER; self->movetype = MOVETYPE_TOSS; self->takedamage = DAMAGE_YES; self->monsterinfo.pausetime = 100000000; self->monsterinfo.aiflags &= ~AI_RESPAWN_FINDPLAYER; if (self->max_health > 0) { // This must be a dead monster who changed levels // via trigger_transition self->nextthink = 0; self->deadflag = DEAD_DEAD; } if (self->s.effects & EF_FLIES && self->monsterinfo.flies <= 1.0) { self->think = M_FliesOff; self->nextthink = level.time + 1 + random()*60; } return true; } else { // make sure red shell is turned off in case medic got confused: self->monsterinfo.aiflags &= ~AI_RESURRECTING; self->svflags &= ~SVF_DEADMONSTER; self->takedamage = DAMAGE_AIM; } 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 // Lazarus: preserve frame if set for monsters changing levels if (!self->s.frame) { 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) { if (self->max_health <= 0) InitiallyDead(self); return; } // Lazarus: move_origin for func_monitor if (!VectorLength(self->move_origin)) VectorSet(self->move_origin,0,0,self->viewheight); // check for target to point_combat 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) { // Lazarus: Don't wipe out target for trigger spawned monsters // that aren't triggered yet if ( ! (self->spawnflags & SF_MONSTER_TRIGGER_SPAWN) ) { 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 & SF_MONSTER_TRIGGER_SPAWN) && 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 & SF_MONSTER_TRIGGER_SPAWN) 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; self->monsterinfo.flies = 0.0; monster_start_go (self); if (self->spawnflags & SF_MONSTER_TRIGGER_SPAWN) 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 & SF_MONSTER_TRIGGER_SPAWN) monster_triggered_start (self); } void swimmonster_start (edict_t *self) { self->flags |= FL_SWIM; self->think = swimmonster_start_go; monster_start (self); } //=============================================================== // Following functions unique to Lazarus void InitiallyDead (edict_t *self) { int damage; if (self->max_health > 0) return; // gi.dprintf("InitiallyDead on %s at %s\n",self->classname,vtos(self->s.origin)); // initially dead bad guys shouldn't count against totals if ((self->max_health <= 0) && !(self->monsterinfo.aiflags & AI_GOOD_GUY)) { level.total_monsters--; if (self->deadflag != DEAD_DEAD) level.killed_monsters--; } if (self->deadflag != DEAD_DEAD) { damage = 1 - self->health; self->health = 1; T_Damage (self, world, world, vec3_origin, self->s.origin, vec3_origin, damage, 0, DAMAGE_NO_ARMOR, 0); if (self->svflags & SVF_MONSTER) { self->svflags |= SVF_DEADMONSTER; self->think = monster_think; self->nextthink = level.time + FRAMETIME; } } gi.linkentity(self); } #define MAX_SKINS 24 // max is 32, but we only need 24 #define MAX_SKINNAME 64 #include "pak.h" int PatchMonsterModel (char *modelname) { cvar_t *gamedir; int j; int numskins; // number of skin entries char skins[MAX_SKINS][MAX_SKINNAME]; // skin entries char infilename[MAX_OSPATH]; char outfilename[MAX_OSPATH]; char tempname[MAX_OSPATH]; char *p; FILE *infile; FILE *outfile; dmdl_t model; // model header byte *data; // model data int datasize; // model data size (bytes) int newoffset; // model data offset (after skins) qboolean is_tank=false; qboolean is_soldier=false; qboolean gamedirpakfile=false; // get game (moddir) name gamedir = gi.cvar("game", "", 0); if (!*gamedir->string) return 0; // we're in baseq2 // Com_sprintf (outfilename, sizeof(outfilename), "%s/%s", gamedir->string, modelname); Com_sprintf (tempname, sizeof(tempname), modelname); SavegameDirRelativePath (tempname, outfilename, sizeof(outfilename)); if (outfile = fopen (outfilename, "rb")) { // output file already exists, move along fclose (outfile); // gi.dprintf ("PatchMonsterModel: Could not save %s, file already exists\n", outfilename); return 0; } numskins = 8; // special cases if (!strcmp(modelname,"models/monsters/tank/tris.md2")) { is_tank = true; numskins = 16; } else if (!strcmp(modelname,"models/monsters/soldier/tris.md2")) { is_soldier = true; numskins = 24; } for (j=0; jstring); fpak = fopen(pakfile,"rb"); if (!fpak) { gi.dprintf("PatchMonsterModel: Cannot find pak0.pak\n"); return 0; } } fread(&pakheader,1,sizeof(pak_header_t),fpak); numitems = pakheader.dsize/sizeof(pak_item_t); fseek(fpak,pakheader.dstart,SEEK_SET); data = NULL; for (k=0; kstring); // make some dirs if needed _mkdir (outfilename); Q_strncatz (outfilename, sizeof(outfilename), "/monsters"); _mkdir (outfilename); Com_sprintf (outfilename, sizeof(outfilename), "%s/%s", gamedir->string, modelname); p = strstr(outfilename,"/tris.md2"); *p = 0; _mkdir (outfilename); Com_sprintf (outfilename, sizeof(outfilename), "%s/%s", gamedir->string, modelname); */ Com_sprintf (tempname, sizeof(tempname), modelname); SavegameDirRelativePath (tempname, outfilename, sizeof(outfilename)); CreatePath (outfilename); if ( !(outfile = fopen (outfilename, "wb")) ) { // file couldn't be created for some other reason gi.dprintf ("PatchMonsterModel: Could not save %s\n", outfilename); free (data); return 0; } fwrite (&model, sizeof (dmdl_t), 1, outfile); fwrite (skins, sizeof (char), newoffset, outfile); fwrite (data, sizeof (byte), datasize, outfile); fclose (outfile); gi.dprintf ("PatchMonsterModel: Saved %s\n", outfilename); free (data); return 1; } void HintTestNext (edict_t *self, edict_t *hint) { edict_t *next=NULL; edict_t *e; vec3_t dir; self->monsterinfo.aiflags &= ~AI_HINT_TEST; if (self->goalentity == hint) self->goalentity = NULL; if (self->movetarget == hint) self->movetarget = NULL; if (self->monsterinfo.pathdir == 1) { if (hint->hint_chain) next = hint->hint_chain; else self->monsterinfo.pathdir = -1; } if (self->monsterinfo.pathdir == -1) { e = hint_chain_starts[hint->hint_chain_id]; while (e) { if (e->hint_chain == hint) { next = e; break; } e = e->hint_chain; } } if (!next) { self->monsterinfo.pathdir = 1; next = hint->hint_chain; } if (next) { self->hint_chain_id = next->hint_chain_id; VectorSubtract(next->s.origin, self->s.origin, dir); self->ideal_yaw = vectoyaw(dir); self->goalentity = self->movetarget = next; self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags = AI_HINT_TEST; // run for it self->monsterinfo.run (self); gi.dprintf("%s (%s): Reached hint_path %s,\nsearching for hint_path %s at %s. %s\n", self->classname, (self->targetname ? self->targetname : ""), (hint->targetname ? hint->targetname : ""), (next->targetname ? next->targetname : ""), vtos(next->s.origin), (visible(self,next) ? "I see it." : "I don't see it.")); } else { self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); gi.dprintf("%s (%s): Error finding next/previous hint_path from %s at %s.\n", self->classname, (self->targetname ? self->targetname : ""), (hint->targetname ? hint->targetname : ""), vtos(hint->s.origin)); } } int HintTestStart (edict_t *self) { edict_t *e; edict_t *hint=NULL; float dist; vec3_t dir; int i; float bestdistance=99999; if (!hint_chains_exist) return 0; for (i=game.maxclients+1; iinuse) continue; if (Q_stricmp(e->classname,"hint_path")) continue; if (!visible(self,e)) continue; if (!canReach(self,e)) continue; VectorSubtract(e->s.origin,self->s.origin,dir); dist = VectorLength(dir); if (dist < bestdistance) { hint = e; bestdistance = dist; } } if (hint) { self->hint_chain_id = hint->hint_chain_id; if (!self->monsterinfo.pathdir) self->monsterinfo.pathdir = 1; VectorSubtract(hint->s.origin, self->s.origin, dir); self->ideal_yaw = vectoyaw(dir); self->enemy = self->oldenemy = NULL; self->goalentity = self->movetarget = hint; self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags = AI_HINT_TEST; // run for it self->monsterinfo.run (self); return 1; } else return -1; }