/* =========================================================================== 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 =========================================================================== */ /* ============================================================================== MEDIC ============================================================================== */ #include "g_local.h" #include "m_medic.h" qboolean visible (edict_t *self, edict_t *other); int medic_test=0; static int sound_idle1; static int sound_pain1; static int sound_pain2; static int sound_die; static int sound_sight; static int sound_search; static int sound_hook_launch; static int sound_hook_hit; static int sound_hook_heal; static int sound_hook_retract; void M_SetEffects (edict_t *ent); void medic_deadmonster_think (edict_t *self) { // Lazarus. This turns off the "owner" value of a dead monster // that medic previously aborted on after 2 seconds. If the delay // was NOT used, medic might just rotate around on top of monster // continuously trying to revive him unsuccessfully. And if owner // isn't turned off, medic would never try to revive the monster // once an abortHeal was called. if (self->target_ent && self->target_ent->inuse) { edict_t *deadmonster = self->target_ent; if (deadmonster->monsterinfo.healer) { edict_t *medic = deadmonster->monsterinfo.healer; if(medic->inuse) { vec3_t dir; VectorSubtract(medic->s.origin,deadmonster->s.origin,dir); if(VectorLength(dir) < 64) { self->nextthink = level.time + 1.0; return; } } else deadmonster->monsterinfo.healer = NULL; } deadmonster->owner = NULL; } G_FreeEdict(self); } void cleanupHeal (edict_t *self, qboolean change_frame) { // clean up target, if we have one and it's legit if (self->enemy && self->enemy->inuse) { edict_t *temp; // Lazarus //self->enemy->monsterinfo.healer = NULL; self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; self->enemy->takedamage = DAMAGE_AIM; // Lazarus temp = G_Spawn(); temp->svflags = SVF_NOCLIENT; temp->target_ent = self->enemy; temp->think = medic_deadmonster_think; temp->nextthink = level.time + 2.0; gi.linkentity(temp); M_SetEffects (self->enemy); } if (change_frame) self->monsterinfo.nextframe = FRAME_attack52; } void DeleteBadMedic(edict_t *self) { edict_t *monster; monster = self->activator; if(monster) { if(self->monsterinfo.badMedic1) monster->monsterinfo.badMedic1 = NULL; if(self->monsterinfo.badMedic2) monster->monsterinfo.badMedic2 = NULL; } G_FreeEdict(self); } void abortHeal (edict_t *self, qboolean mark) { edict_t *temp; // clean up target cleanupHeal (self, true); if ((mark) && (self->enemy) && (self->enemy->inuse)) { if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse) && (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)) ) self->enemy->monsterinfo.badMedic2 = self; else self->enemy->monsterinfo.badMedic1 = self; temp = G_Spawn(); temp->activator = self->enemy; if(self == self->enemy->monsterinfo.badMedic1) temp->monsterinfo.badMedic1 = self; else temp->monsterinfo.badMedic2 = self; temp->think = DeleteBadMedic; temp->nextthink = level.time + 60; } // clean up self self->monsterinfo.aiflags &= ~AI_MEDIC; if ((self->oldenemy) && (self->oldenemy->inuse)) self->enemy = self->oldenemy; else self->enemy = NULL; self->monsterinfo.medicTries = 0; } // Lazarus: embedded returns true if argument entity's bounding box intersects // a solid. qboolean embedded (edict_t *ent) { trace_t tr; tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,ent->s.origin,ent,MASK_MONSTERSOLID); if(tr.startsolid) return true; else return false; } edict_t *medic_FindDeadMonster (edict_t *self) { edict_t *ent = NULL; edict_t *best = NULL; while ((ent = findradius(ent, self->s.origin, 1024)) != NULL) { if (ent == self) continue; if (!(ent->svflags & SVF_MONSTER)) continue; if (ent->monsterinfo.aiflags & AI_GOOD_GUY) continue; if (ent->owner) continue; if (ent->health > 0) continue; if (ent->nextthink && (ent->think != M_FliesOff) && (ent->think != M_FliesOn)) continue; // check to make sure we haven't bailed on this guy already if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self)) continue; if (!visible(self, ent)) continue; if (embedded(ent)) continue; if (!canReach(self,ent)) continue; if (!best) { best = ent; continue; } if (ent->max_health <= best->max_health) continue; best = ent; } if(best) { self->oldenemy = self->enemy; self->enemy = best; self->enemy->owner = best; self->monsterinfo.aiflags |= AI_MEDIC; self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL; self->monsterinfo.medicTries = 0; self->movetarget = self->goalentity = NULL; self->enemy->monsterinfo.healer = self; self->timestamp = level.time + MEDIC_TRY_TIME; FoundTarget (self); if(developer->value) gi.dprintf("medic found dead monster: %s at %s\n", best->classname,vtos(best->s.origin)); } return best; } void medic_StopPatrolling (edict_t *self) { self->goalentity = NULL; self->movetarget = NULL; self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL; if (!(self->monsterinfo.aiflags & AI_MEDIC)) { if(medic_FindDeadMonster(self)) return; } if (has_valid_enemy(self)) { if (visible(self, self->enemy)) { FoundTarget (self); return; } HuntTarget (self); return; } if(self->monsterinfo.aiflags & AI_MEDIC) abortHeal(self,false); } void medic_NextPatrolPoint (edict_t *self, edict_t *hint) { edict_t *next=NULL; edict_t *e; vec3_t dir; qboolean switch_paths=false; self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL; // if(self->monsterinfo.aiflags & AI_MEDIC) // return; if(self->goalentity == hint) self->goalentity = NULL; if(self->movetarget == hint) self->movetarget = NULL; if (!(self->monsterinfo.aiflags & AI_MEDIC)) { if(medic_FindDeadMonster(self)) return; } if(self->monsterinfo.pathdir == 1) { if(hint->hint_chain) next = hint->hint_chain; else { self->monsterinfo.pathdir = -1; switch_paths = true; } } 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; switch_paths = true; } // If switch_paths is true, we reached the end of a hint_chain. Just for grins, // search for *another* visible hint_path chain and use it if it's reasonably close if(switch_paths && hint_chain_count > 1) { edict_t *e; edict_t *alternate=NULL; float dist; vec3_t dir; int i; float bestdistance=512; for(i=game.maxclients+1; iinuse) continue; if(Q_stricmp(e->classname,"hint_path")) continue; if(next && (e->hint_chain_id == next->hint_chain_id)) 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) { alternate = e; bestdistance = dist; } } if(alternate) next = alternate; } 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_MEDIC_PATROL; self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP); // run for it self->monsterinfo.run (self); } else { self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); } } void medic_idle (edict_t *self) { if(!(self->spawnflags & SF_MONSTER_AMBUSH)) gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); if(self->monsterinfo.aiflags & AI_MEDIC) { // Then we must have reached this point after losing sight // of our patient. abortHeal(self,false); } if(medic_FindDeadMonster(self)) return; // If the map has hint_paths, AND the medic isn't at a HOLD point_combat, // AND the medic has previously called FoundTarget (trail_time set to // level.time), then look for hint_path chain and follow it, hopefully // to find monsters to resurrect if(self->monsterinfo.aiflags & AI_HINT_TEST) return; if (hint_chains_exist && !(self->monsterinfo.aiflags & AI_STAND_GROUND) && ((self->monsterinfo.trail_time > 0) || medic_test) ) { edict_t *e; edict_t *hint=NULL; float dist; vec3_t dir; int i; float bestdistance=99999; 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->goalentity = self->movetarget = hint; self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags |= AI_MEDIC_PATROL; self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP); // run for it self->monsterinfo.run (self); } } } void medic_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0); if (!self->oldenemy) medic_FindDeadMonster(self); } void medic_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } mframe_t medic_frames_stand [] = { ai_stand, 0, medic_idle, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, }; mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL}; void medic_stand (edict_t *self) { self->monsterinfo.currentmove = &medic_move_stand; } mframe_t medic_frames_walk [] = { ai_walk, 6.2, NULL, ai_walk, 18.1, NULL, ai_walk, 1, NULL, ai_walk, 9, NULL, ai_walk, 10, NULL, ai_walk, 9, NULL, ai_walk, 11, NULL, ai_walk, 11.6, NULL, ai_walk, 2, NULL, ai_walk, 9.9, NULL, ai_walk, 14, NULL, ai_walk, 9.3, NULL }; mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL}; void medic_walk (edict_t *self) { self->monsterinfo.currentmove = &medic_move_walk; } mframe_t medic_frames_run [] = { ai_run, 18, NULL, ai_run, 22.5, NULL, ai_run, 25.4, NULL, ai_run, 23.4, NULL, ai_run, 24, NULL, ai_run, 35.6, NULL }; mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL}; void medic_run (edict_t *self) { if (!(self->monsterinfo.aiflags & AI_MEDIC)) { if (medic_FindDeadMonster(self)) return; } if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &medic_move_stand; else self->monsterinfo.currentmove = &medic_move_run; } mframe_t medic_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run}; mframe_t medic_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run}; void medic_pain (edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3; if (skill->value == 3) return; // no pain anims in nightmare if (random() < 0.5) { self->monsterinfo.currentmove = &medic_move_pain1; gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); } else { self->monsterinfo.currentmove = &medic_move_pain2; gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); } } void medic_fire_blaster (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t end; vec3_t dir; int effect; if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12)) effect = EF_BLASTER; else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28)) effect = EF_HYPERBLASTER; else effect = 0; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; // Lazarus fog reduction of accuracy if(self->monsterinfo.visibility < FOG_CANSEEGOOD) { end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (end, start, dir); monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect, BLASTER_ORANGE); } void medic_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); M_FlyCheck (self); // Lazarus monster fade if(world->effects & FX_WORLDSPAWN_CORPSEFADE) { self->think=FadeDieSink; self->nextthink=level.time+corpse_fadetime->value; } } mframe_t medic_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead}; void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; self->s.skinnum |= 1; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; // if we had a pending patient, free him up for another medic if ((self->enemy) && (self->enemy->owner == self)) self->enemy->owner = NULL; // check for gib if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB)) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 2; n++) ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &medic_move_death; } void medic_duck_down (edict_t *self) { if (self->monsterinfo.aiflags & AI_DUCKED) return; self->monsterinfo.aiflags |= AI_DUCKED; self->maxs[2] -= 32; self->takedamage = DAMAGE_YES; self->monsterinfo.pausetime = level.time + 1; gi.linkentity (self); } void medic_duck_hold (edict_t *self) { if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } void medic_duck_up (edict_t *self) { self->monsterinfo.aiflags &= ~AI_DUCKED; self->maxs[2] += 32; self->takedamage = DAMAGE_AIM; gi.linkentity (self); } mframe_t medic_frames_duck [] = { ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, medic_duck_down, ai_move, -1, medic_duck_hold, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, medic_duck_up, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL }; mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run}; void medic_dodge (edict_t *self, edict_t *attacker, float eta) { if (random() > 0.25) return; if (!self->enemy) self->enemy = attacker; self->monsterinfo.currentmove = &medic_move_duck; } mframe_t medic_frames_attackHyperBlaster [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster, ai_charge, 0, medic_fire_blaster }; mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run}; void medic_continue (edict_t *self) { if (visible (self, self->enemy) ) if (random() <= 0.95) self->monsterinfo.currentmove = &medic_move_attackHyperBlaster; } mframe_t medic_frames_attackBlaster [] = { ai_charge, 0, NULL, ai_charge, 5, NULL, ai_charge, 5, NULL, ai_charge, 3, NULL, ai_charge, 2, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, medic_fire_blaster, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, medic_fire_blaster, ai_charge, 0, NULL, ai_charge, 0, medic_continue // Change to medic_continue... Else, go to frame 32 }; mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run}; void medic_hook_launch (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0); } void ED_CallSpawn (edict_t *ent); static vec3_t medic_cable_offsets[] = { 45.0, -9.2, 15.5, 48.4, -9.7, 15.2, 47.8, -9.8, 15.8, 47.3, -9.3, 14.3, 45.4, -10.1, 13.1, 41.9, -12.7, 12.0, 37.8, -15.8, 11.2, 34.3, -18.4, 10.7, 32.7, -19.7, 10.4, 32.7, -19.7, 10.4 }; void medic_cable_attack (edict_t *self) { vec3_t offset, start, end, f, r; trace_t tr; vec3_t dir; float distance; if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->svflags & SVF_GIB)) { //gi.dprintf ("medic_cable_attack: aborting heal due to target being removed or gibbed\n"); abortHeal (self,false); return; } //Knightmare- don't heal insanes or actors or critters if (!strcmp (self->enemy->classname, "misc_insane") || !strcmp (self->enemy->classname, "misc_actor") || !strcmp (self->enemy->classname, "monster_mutant") || !strcmp (self->enemy->classname, "monster_flipper")) { //gi.dprintf ("medic_cable_attack: not healing insane or actor or critter\n"); abortHeal (self, true); return; } // Lazarus: check embeddment if (embedded(self->enemy)) { //gi.dprintf ("medic_cable_attack: dead monster embedded in solid, aborting heal\n"); abortHeal (self,false); return; } // see if our enemy has changed to a client, or our target has more than 0 health, // abort it .. we got switched to someone else due to damage if ((self->enemy->client) || (self->enemy->health > 0)) { //gi.dprintf ("medic_cable_attack: aborting heal due to target health > 0 or client\n"); abortHeal (self,false); return; } AngleVectors (self->s.angles, f, r, NULL); VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset); G_ProjectSource (self->s.origin, offset, f, r, start); // check for max distance // Lazarus: Not needed, done in checkattack // check for min distance VectorSubtract (self->enemy->s.origin, start, dir); distance = VectorLength(dir); if (distance < MEDIC_MIN_DISTANCE) { //gi.dprintf("medic_cable_attack: MEDIC_MIN_DISTANCE\n"); abortHeal (self,false); return; } // Lazarus: Check for enemy behind muzzle... don't do these guys, 'cause usually this // results in monster entanglement VectorNormalize(dir); if(DotProduct(dir,f) < 0.) { //gi.dprintf ("medic_cable_attack: aborting heal due to possible entanglment\n"); abortHeal (self,false); return; } // check for min/max pitch // Rogue takes this out... makes medic more likely to heal and // comments say "doesn't look bad when it fails"... we'll see /* vectoangles (dir, angles); if (angles[0] < -180) angles[0] += 360; if (fabs(angles[0]) > 45) return; */ tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT); if (tr.fraction != 1.0 && tr.ent != self->enemy) { if (tr.ent == world) { // give up on second try if (self->monsterinfo.medicTries > 1) { abortHeal (self,true); return; } self->monsterinfo.medicTries++; cleanupHeal (self, 1); return; } abortHeal (self,false); return; } if (self->s.frame == FRAME_attack43) { gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0); self->enemy->monsterinfo.aiflags |= AI_RESURRECTING; M_SetEffects(self->enemy); } else if (self->s.frame == FRAME_attack50) { self->enemy->spawnflags &= SF_MONSTER_NOGIB; self->enemy->monsterinfo.aiflags = 0; self->enemy->target = NULL; self->enemy->targetname = NULL; self->enemy->combattarget = NULL; self->enemy->deathtarget = NULL; self->enemy->owner = self; // Lazarus: reset initially dead monsters to use the INVERSE of their // initial health, and force gib_health to default value if(self->enemy->max_health < 0) { self->enemy->max_health = -self->enemy->max_health; self->enemy->gib_health = 0; } self->enemy->health = self->enemy->max_health; self->enemy->takedamage = DAMAGE_AIM; self->enemy->flags &= ~FL_NO_KNOCKBACK; self->enemy->pain_debounce_time = 0; self->enemy->damage_debounce_time = 0; self->enemy->deadflag = DEAD_NO; if(self->enemy->s.effects & EF_FLIES) M_FliesOff(self->enemy); ED_CallSpawn (self->enemy); self->enemy->monsterinfo.healer = NULL; self->enemy->owner = NULL; // Knightmare- disable deadmonster_think if (self->enemy->postthink) self->enemy->postthink = NULL; if (self->enemy->think) { self->enemy->nextthink = level.time; self->enemy->think (self->enemy); } self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; M_SetEffects(self->enemy); if (self->oldenemy && self->oldenemy->client) { self->enemy->enemy = self->oldenemy; FoundTarget (self->enemy); } else { // Lazarus: this should make oblivious monsters // find player again self->enemy->enemy = NULL; } } else { if (self->s.frame == FRAME_attack44) gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0); } // adjust start for beam origin being in middle of a segment // Lazarus: This isn't right... this causes cable start point to be well above muzzle // when target is closeby. f should be vector from muzzle to target, not // the forward viewing direction. PLUS... 8 isn't right... the model is // actually 32 units long, so use 16.. fixed below. // VectorMA (start, 8, f, start); //Knightmare- if enemy went away, like after returning from another level, return if (!self->enemy) return; // adjust end z for end spot since the monster is currently dead VectorCopy (self->enemy->s.origin, end); end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2; // Lazarus fix VectorSubtract(end,start,f); VectorNormalize(f); VectorMA(start,16,f,start); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_MEDIC_CABLE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (end); gi.multicast (self->s.origin, MULTICAST_PVS); } void medic_hook_retract (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0); if(self->enemy) { self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; M_SetEffects (self->enemy); } } mframe_t medic_frames_attackCable [] = { ai_move, 2, NULL, ai_move, 3, NULL, ai_move, 5, NULL, ai_move, 4.4, NULL, ai_charge, 4.7, NULL, ai_charge, 5, NULL, ai_charge, 6, NULL, ai_charge, 4, NULL, ai_charge, 0, NULL, ai_move, 0, medic_hook_launch, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, 0, medic_cable_attack, ai_move, -15, medic_hook_retract, ai_move, -1.5, NULL, ai_move, -1.2, NULL, ai_move, -3, NULL, ai_move, -2, NULL, ai_move, 0.3, NULL, ai_move, 0.7, NULL, ai_move, 1.2, NULL, ai_move, 1.3, NULL }; mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run}; void medic_attack(edict_t *self) { if (self->monsterinfo.aiflags & AI_MEDIC) self->monsterinfo.currentmove = &medic_move_attackCable; else self->monsterinfo.currentmove = &medic_move_attackBlaster; } qboolean medic_checkattack (edict_t *self) { if (!(self->monsterinfo.aiflags & AI_MEDIC)) { if( medic_FindDeadMonster(self) ) return false; } if (self->monsterinfo.aiflags & AI_MEDIC) { float r; vec3_t forward, right, offset, start; trace_t tr; // if we have 5 seconds or less before a timeout, // look for a hint_path to the target if ( (self->timestamp < level.time + 5) && (self->monsterinfo.last_hint_time + 5 < level.time) ) { // check for hint_paths. self->monsterinfo.last_hint_time = level.time; if (hintcheck_monsterlost(self)) { if(developer->value) gi.dprintf("medic at %s using hint_paths to find %s\n", vtos(self->s.origin), self->enemy->classname); self->timestamp = level.time + MEDIC_TRY_TIME; return false; } } // if we ran out of time, give up if (self->timestamp < level.time) { //if(developer->value) // gi.dprintf("medic at %s timed out, abort heal\n",vtos(self->s.origin)); abortHeal (self, true); self->timestamp = 0; return false; } // if our target went away if ((!self->enemy) || (!self->enemy->inuse)) { abortHeal (self,false); return false; } // if target is embedded in a solid if (embedded(self->enemy)) { abortHeal (self,false); return false; } r = realrange(self,self->enemy); if (r > MEDIC_MAX_HEAL_DISTANCE+10) { self->monsterinfo.attack_state = AS_STRAIGHT; //abortHeal(self,false); return false; } else if(r < MEDIC_MIN_DISTANCE) { abortHeal(self,false); return false; } // Lazarus 1.6.2.3: if point-to-point vector from cable to // target is blocked by a solid AngleVectors (self->s.angles, forward, right, NULL); // Offset [8] has the largest displacement to the left... not a sure // thing but this one should be the most severe test. VectorCopy (medic_cable_offsets[8], offset); G_ProjectSource (self->s.origin, offset, forward, right, start); tr = gi.trace(start,NULL,NULL,self->enemy->s.origin,self,MASK_SHOT|MASK_WATER); if (tr.fraction < 1.0 && tr.ent != self->enemy) return false; medic_attack(self); return true; } // Lazarus: NEVER attack other monsters if ((self->enemy) && (self->enemy->svflags & SVF_MONSTER)) { self->enemy = self->oldenemy; self->oldenemy = NULL; if(self->enemy && self->enemy->inuse) { if(visible(self,self->enemy)) FoundTarget(self); else HuntTarget(self); } return false; } return M_CheckAttack (self); } /*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_medic (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } if (world->effects & FX_WORLDSPAWN_CORPSEFADE) { G_FreeEdict (self); return; } sound_idle1 = gi.soundindex ("medic/idle.wav"); sound_pain1 = gi.soundindex ("medic/medpain1.wav"); sound_pain2 = gi.soundindex ("medic/medpain2.wav"); sound_die = gi.soundindex ("medic/meddeth1.wav"); sound_sight = gi.soundindex ("medic/medsght1.wav"); sound_search = gi.soundindex ("medic/medsrch1.wav"); sound_hook_launch = gi.soundindex ("medic/medatck2.wav"); sound_hook_hit = gi.soundindex ("medic/medatck3.wav"); sound_hook_heal = gi.soundindex ("medic/medatck4.wav"); sound_hook_retract = gi.soundindex ("medic/medatck5.wav"); gi.soundindex ("medic/medatck1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/medic/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2"); VectorSet (self->mins, -24, -24, -24); VectorSet (self->maxs, 24, 24, 32); // Lazarus: mapper-configurable health if(!self->health) self->health = 300; if(!self->gib_health) self->gib_health = -130; if(!self->mass) self->mass = 400; self->pain = medic_pain; self->die = medic_die; self->monsterinfo.stand = medic_stand; self->monsterinfo.walk = medic_walk; self->monsterinfo.run = medic_run; self->monsterinfo.dodge = medic_dodge; self->monsterinfo.attack = medic_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = medic_sight; self->monsterinfo.idle = medic_idle; self->monsterinfo.search = medic_search; self->monsterinfo.checkattack = medic_checkattack; // Knightmare- added sparks and blood type if (!self->blood_type) self->blood_type = 3; //sparks and blood // Lazarus if(self->powerarmor) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } if(!self->monsterinfo.flies) self->monsterinfo.flies = 0.15; gi.linkentity (self); self->monsterinfo.currentmove = &medic_move_stand; if(self->health < 0) { mmove_t *deathmoves[] = {&medic_move_death, NULL}; M_SetDeath(self,(mmove_t **)&deathmoves); } self->common_name = "Medic"; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }