/* =========================================================================== 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" qboolean has_valid_enemy (edict_t *self); void HuntTarget (edict_t *self); edict_t *SpawnThing() { edict_t *thing; thing = G_Spawn(); thing->classname = gi.TagMalloc(6, TAG_LEVEL); // strncpy(thing->classname,"thing"); Q_strncpyz(thing->classname, 6, "thing"); return thing; } void thing_restore_leader (edict_t *self) { edict_t *monster; monster = self->target_ent; if (!monster || !monster->inuse) { G_FreeEdict(self); return; } if (monster->monsterinfo.old_leader && monster->monsterinfo.old_leader->inuse) { if (VectorCompare(monster->monsterinfo.old_leader->s.origin,self->move_origin)) { self->nextthink = level.time + 0.5; return; } monster->monsterinfo.leader = monster->monsterinfo.old_leader; monster->monsterinfo.old_leader = NULL; monster->movetarget = monster->goalentity = monster->monsterinfo.leader; } else { monster->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER; } monster->vehicle = NULL; monster->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_SEEK_COVER | AI_EVADE_GRENADE); gi.linkentity(monster); G_FreeEdict(self); } void thing_think (edict_t *self) { vec3_t vec; vec_t dist; edict_t *monster; monster = self->target_ent; if (level.time <= self->touch_debounce_time) { if (monster && monster->inuse) { if (monster->movetarget == self) { if (monster->health > 0) { VectorSubtract(monster->s.origin,self->s.origin,vec); vec[2] = 0; dist = VectorLength(vec); if (dist >= monster->size[0]) { self->nextthink = level.time + FRAMETIME; return; } } } } } if (!monster || !monster->inuse || (monster->health <= 0)) { G_FreeEdict(self); return; } if (monster->goalentity == self) monster->goalentity = NULL; if (monster->movetarget == self) monster->movetarget = NULL; if (monster->monsterinfo.aiflags & AI_FOLLOW_LEADER) { monster->monsterinfo.leader = NULL; if (monster->monsterinfo.old_leader && monster->monsterinfo.old_leader->inuse) { monster->monsterinfo.pausetime = level.time + 2; monster->monsterinfo.stand(monster); VectorCopy(monster->monsterinfo.old_leader->s.origin,self->move_origin); self->nextthink = level.time + 2; self->think = thing_restore_leader; gi.linkentity(monster); return; } else { monster->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER; } } if (monster->monsterinfo.aiflags & AI_CHICKEN) { monster->monsterinfo.stand(monster); monster->monsterinfo.aiflags |= AI_STAND_GROUND; monster->monsterinfo.pausetime = level.time + 100000; } monster->vehicle = NULL; monster->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_SEEK_COVER | AI_EVADE_GRENADE); G_FreeEdict(self); if (has_valid_enemy(monster)) { monster->monsterinfo.pausetime = 0; monster->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND); monster->goalentity = monster->enemy; if (visible(monster, monster->enemy)) { FoundTarget (monster); return; } HuntTarget (monster); return; } monster->enemy = NULL; monster->monsterinfo.pausetime = level.time + 100000000; monster->monsterinfo.stand (monster); } void thing_think_pause (edict_t *self) { edict_t *monster; if (level.time > self->touch_debounce_time) { thing_think(self); return; } monster = self->target_ent; if (!monster || !monster->inuse) { G_FreeEdict(self); return; } if (has_valid_enemy(monster)) { vec3_t dir; vec3_t angles; if (visible(monster->enemy, monster)) { self->touch_debounce_time = 0; thing_think(self); return; } VectorSubtract (monster->enemy->s.origin, monster->s.origin, dir); VectorNormalize (dir); vectoangles (dir, angles); monster->ideal_yaw = angles[YAW]; M_ChangeYaw(monster); } self->nextthink = level.time + FRAMETIME; } void thing_grenade_boom (edict_t *self) { edict_t *monster; monster = self->target_ent; G_FreeEdict(self); if (!monster || !monster->inuse || (monster->health <= 0)) return; monster->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE | AI_STAND_GROUND); monster->monsterinfo.pausetime = 0; if (monster->enemy) monster->monsterinfo.run(monster); } void thing_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (self->target_ent != other) return; if (other->health <= 0) { G_FreeEdict(self); return; } self->touch = NULL; if ( self->target_ent->monsterinfo.aiflags & AI_SEEK_COVER ) { edict_t *monster; // For monster/actor seeking cover after firing, // pause a random bit before resuming attack self->touch_debounce_time = level.time + random()*6.; monster = self->target_ent; monster->monsterinfo.stand(monster); monster->monsterinfo.pausetime = self->touch_debounce_time; self->think = thing_think_pause; self->think(self); return; } if ( self->target_ent->monsterinfo.aiflags & AI_EVADE_GRENADE ) { edict_t *grenade = other->next_grenade; if (other->goalentity == self) other->goalentity = NULL; if (other->movetarget == self) other->movetarget = NULL; other->vehicle = NULL; if (grenade) { // make sure this is still a grenade if (grenade->inuse) { if (Q_stricmp(grenade->classname, "grenade") && Q_stricmp(grenade->classname, "hgrenade")) other->next_grenade = grenade = NULL; } else other->next_grenade = grenade = NULL; } if (grenade) { if (self->touch_debounce_time > level.time) { other->monsterinfo.pausetime = self->touch_debounce_time + 0.1; other->monsterinfo.aiflags |= AI_STAND_GROUND; other->monsterinfo.stand(other); } else other->monsterinfo.pausetime = 0; other->enemy = grenade->owner; if (has_valid_enemy(other)) { other->goalentity = other->enemy; if (visible(other, other->enemy)) FoundTarget (other); else HuntTarget (other); } else { other->enemy = NULL; other->monsterinfo.stand (other); } if (other->monsterinfo.pausetime > 0) { self->think = thing_grenade_boom; self->nextthink = other->monsterinfo.pausetime; return; } other->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE); } else if (has_valid_enemy(other)) { other->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE); other->goalentity = other->enemy; if (visible(other, other->enemy)) FoundTarget (other); else HuntTarget (other); } else { other->enemy = NULL; other->monsterinfo.pausetime = level.time + 100000000; other->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE); other->monsterinfo.stand (other); } G_FreeEdict(self); return; } self->touch_debounce_time = 0; thing_think(self); } void SP_thing (edict_t *self) { self->solid = SOLID_TRIGGER; VectorSet(self->mins,-4,-4,-4); VectorSet(self->maxs, 4, 4, 4); self->movetype = MOVETYPE_NONE; self->monsterinfo.aiflags |= AI_GOOD_GUY; self->svflags |= SVF_MONSTER; self->health = 1000; self->takedamage = DAMAGE_NO; if (developer->value) { gi.setmodel (self, "models/items/c_head/tris.md2"); self->s.effects |= EF_BLASTER; } self->touch = thing_touch; self->think = thing_think; self->nextthink = level.time + 2; gi.linkentity(self); }