thirtyflightsofloving/game/g_monster.c
2020-06-12 12:21:21 -07:00

3285 lines
No EOL
69 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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;
// 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)
{
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; i<maxclients->value; 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 (self->spawnflags & SF_MONSTER_GOODGUY) {
self->monsterinfo.aiflags |= AI_GOOD_GUY;
if(!self->dmgteam) {
self->dmgteam = gi.TagMalloc(8*sizeof(char), TAG_LEVEL);
strcpy(self->dmgteam,"player");
}
}
// Lazarus: Max range for sight/attack
if(st.distance)
self->monsterinfo.max_range = max(500,st.distance);
else
self->monsterinfo.max_range = 1600; // 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 <direct.h>
#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 *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;
// get game (moddir) name
gamedir = gi.cvar("game", "", 0);
if (!*gamedir->string)
return 0; // we're in baseq2
sprintf (outfilename, "%s/%s", gamedir->string, modelname);
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; j<numskins; j++)
{
memset (skins[j], 0, MAX_SKINNAME);
strcpy( skins[j], modelname );
p = strstr( skins[j], "tris.md2" );
if(!p)
{
fclose (outfile);
gi.dprintf( "Error patching %s\n",modelname);
return 0;
}
*p = 0;
if(is_soldier)
{
switch (j) {
case 0:
strcat (skins[j], "skin_lt.pcx"); break;
case 1:
strcat (skins[j], "skin_ltp.pcx"); break;
case 2:
strcat (skins[j], "skin.pcx"); break;
case 3:
strcat (skins[j], "pain.pcx"); break;
case 4:
strcat (skins[j], "skin_ss.pcx"); break;
case 5:
strcat (skins[j], "skin_ssp.pcx"); break;
case 6:
strcat (skins[j], "custom1_lt.pcx"); break;
case 7:
strcat (skins[j], "custompain1_lt.pcx"); break;
case 8:
strcat (skins[j], "custom1.pcx"); break;
case 9:
strcat (skins[j], "custompain1.pcx"); break;
case 10:
strcat (skins[j], "custom1_ss.pcx"); break;
case 11:
strcat (skins[j], "custompain1_ss.pcx"); break;
case 12:
strcat (skins[j], "custom2_lt.pcx"); break;
case 13:
strcat (skins[j], "custompain2_lt.pcx"); break;
case 14:
strcat (skins[j], "custom2.pcx"); break;
case 15:
strcat (skins[j], "custompain2.pcx"); break;
case 16:
strcat (skins[j], "custom2_ss.pcx"); break;
case 17:
strcat (skins[j], "custompain2_ss.pcx"); break;
case 18:
strcat (skins[j], "custom3_lt.pcx"); break;
case 19:
strcat (skins[j], "custompain3_lt.pcx"); break;
case 20:
strcat (skins[j], "custom3.pcx"); break;
case 21:
strcat (skins[j], "custompain3.pcx"); break;
case 22:
strcat (skins[j], "custom3_ss.pcx"); break;
case 23:
strcat (skins[j], "custompain3_ss.pcx"); break;
}
}
else if(is_tank)
{
switch (j) {
case 0:
strcat (skins[j], "skin.pcx"); break;
case 1:
strcat (skins[j], "pain.pcx"); break;
case 2:
strcat (skins[j], "../ctank/skin.pcx"); break;
case 3:
strcat (skins[j], "../ctank/pain.pcx"); break;
case 4:
strcat (skins[j], "custom1.pcx"); break;
case 5:
strcat (skins[j], "custompain1.pcx"); break;
case 6:
strcat (skins[j], "../ctank/custom1.pcx"); break;
case 7:
strcat (skins[j], "../ctank/custompain1.pcx"); break;
case 8:
strcat (skins[j], "custom2.pcx"); break;
case 9:
strcat (skins[j], "custompain2.pcx"); break;
case 10:
strcat (skins[j], "../ctank/custom2.pcx"); break;
case 11:
strcat (skins[j], "../ctank/custompain2.pcx"); break;
case 12:
strcat (skins[j], "custom3.pcx"); break;
case 13:
strcat (skins[j], "custompain3.pcx"); break;
case 14:
strcat (skins[j], "../ctank/custom3.pcx"); break;
case 15:
strcat (skins[j], "../ctank/custompain3.pcx"); break;
}
}
else
{
switch (j) {
case 0:
strcat (skins[j], "skin.pcx"); break;
case 1:
strcat (skins[j], "pain.pcx"); break;
case 2:
strcat (skins[j], "custom1.pcx"); break;
case 3:
strcat (skins[j], "custompain1.pcx"); break;
case 4:
strcat (skins[j], "custom2.pcx"); break;
case 5:
strcat (skins[j], "custompain2.pcx"); break;
case 6:
strcat (skins[j], "custom3.pcx"); break;
case 7:
strcat (skins[j], "custompain3.pcx"); break;
}
}
}
// load original model
sprintf (infilename, "baseq2/%s", modelname);
if ( !(infile = fopen (infilename, "rb")) )
{
// If file doesn't exist on user's hard disk, it must be in
// pak0.pak
pak_header_t pakheader;
pak_item_t pakitem;
FILE *fpak;
int k, numitems;
fpak = fopen("baseq2/pak0.pak","rb");
if(!fpak)
{
cvar_t *cddir;
char pakfile[MAX_OSPATH];
cddir = gi.cvar("cddir", "", 0);
sprintf(pakfile,"%s/baseq2/pak0.pak",cddir->string);
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; k<numitems && !data; k++)
{
fread(&pakitem,1,sizeof(pak_item_t),fpak);
if(!stricmp(pakitem.name,modelname))
{
fseek(fpak,pakitem.start,SEEK_SET);
fread(&model, sizeof(dmdl_t), 1, fpak);
datasize = model.ofs_end - model.ofs_skins;
if ( !(data = malloc (datasize)) ) // make sure freed locally
{
fclose(fpak);
gi.dprintf ("PatchMonsterModel: Could not allocate memory for model\n");
return 0;
}
fread (data, sizeof (byte), datasize, fpak);
}
}
fclose(fpak);
if(!data)
{
gi.dprintf("PatchMonsterModel: Could not find %s in baseq2/pak0.pak\n",modelname);
return 0;
}
}
else
{
fread (&model, sizeof (dmdl_t), 1, infile);
datasize = model.ofs_end - model.ofs_skins;
if ( !(data = malloc (datasize)) ) // make sure freed locally
{
gi.dprintf ("PatchMonsterModel: Could not allocate memory for model\n");
return 0;
}
fread (data, sizeof (byte), datasize, infile);
fclose (infile);
}
// update model info
model.num_skins = numskins;
newoffset = numskins * MAX_SKINNAME;
model.ofs_st += newoffset;
model.ofs_tris += newoffset;
model.ofs_frames += newoffset;
model.ofs_glcmds += newoffset;
model.ofs_end += newoffset;
// save new model
sprintf (outfilename, "%s/models", gamedir->string); // make some dirs if needed
_mkdir (outfilename);
strcat (outfilename,"/monsters");
_mkdir (outfilename);
sprintf (outfilename, "%s/%s", gamedir->string, modelname);
p = strstr(outfilename,"/tris.md2");
*p = 0;
_mkdir (outfilename);
sprintf (outfilename, "%s/%s", gamedir->string, modelname);
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 : "<noname>"),
(hint->targetname ? hint->targetname : "<noname>"),
(next->targetname ? next->targetname : "<noname>"),
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 : "<noname>"),
(hint->targetname ? hint->targetname : "<noname>"),
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; i<globals.num_edicts; i++)
{
e = &g_edicts[i];
if(!e->inuse)
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;
}
void reynard_thinkforward(edict_t *self)
{
if (self->s.frame < 64)
self->s.frame++;
if (self->s.frame==8)
{
//disarm player.
edict_t *player;
player = &g_edicts[1];
if (player)
{
player->client->pers.inventory[ITEM_INDEX(FindItem("No Weapon"))] = 1;
player->client->newweapon = FindItem ("No Weapon");
if (player->client->pers.inventory[ITEM_INDEX(FindItem("BFG10K"))] > 0)
player->client->pers.inventory[ITEM_INDEX(FindItem("BFG10K"))] = 0;
}
}
if (self->s.frame==9)
{
gi.sound (self, CHAN_BODY, gi.soundindex("objects/ching.wav"), 1.0, ATTN_NORM, 0);
}
if (self->s.frame==10)
{
//attach glass model to reynard.
self->s.modelindex2 = gi.modelindex ("models/monsters/reynard/glass.md2");
}
else if (self->s.frame==16)
self->s.skinnum=1;
else if ((self->s.frame==17)||(self->s.frame==26)||(self->s.frame==35)||(self->s.frame==44))
gi.sound (self, CHAN_BODY, gi.soundindex("monsters/gulp.wav"), 1, ATTN_NORM, 0);
else if (self->s.frame==46)
self->s.skinnum=0;
else if (self->s.frame==47)
self->s.modelindex2 = NULL;
else if (self->s.frame==49)
{
vec3_t forward,right,org;
int tempevent;
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
org[2] +=42.5;
VectorMA(org, 7, right, org);
VectorMA(org, 5, forward, org);
tempevent = TE_BURPGAS;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (org);
gi.WriteDir (vec3_origin);
gi.multicast (org, MULTICAST_ALL);
gi.sound (self, CHAN_BODY, gi.soundindex("monsters/burp.wav"), 1, ATTN_NORM, 0);
self->s.skinnum=1;
}
else if (self->s.frame==63)
{
if (self->s.skinnum != 0)
{
edict_t *player;
self->s.skinnum=0;
player = &g_edicts[1];
if (player)
G_UseTargets (self,player);
}
//gi.dprintf("fdsaflkas\n");
}
self->think = reynard_thinkforward;
self->nextthink = level.time + FRAMETIME;
}
void reynard_use(edict_t *self)
{
if (self->s.frame != 0)
return;
self->think = reynard_thinkforward;
self->nextthink = level.time + FRAMETIME;
}
void SP_monster_reynard(edict_t *self)
{
if (!self->startframe)
self->startframe=0;
if (!self->framenumbers)
self->framenumbers=1;
self->s.modelindex = gi.modelindex ("models/monsters/reynard/tris.md2");
/*
if (self->pathtarget)
{
sprintf(modelname, "models/%s", self->pathtarget);
self->s.modelindex2 = gi.modelindex (modelname);
}*/
if (!self->style)
self->style = 0;
self->solid = SOLID_NOT;
self->use = reynard_use;
self->takedamage = DAMAGE_NO;
gi.linkentity (self);
}
void guard_think(edict_t *self)
{
edict_t *player;
player = &g_edicts[1];
if (player)
{
//found player.
//face the player.
vec3_t playervec;
float ymin,ymax;
VectorCopy (player->s.origin, playervec);
playervec[2] += 14; //they focus on your head.
VectorSubtract (playervec, self->s.origin, playervec);
vectoangles(playervec,playervec);
ymin = self->pos2[1] - self->radius;
ymax = self->pos2[1] + self->radius;
if (playervec[YAW] > ymax || playervec[YAW] < ymin)
{
//player out of fov. snap back to default position.
VectorCopy(self->pos2,playervec);
}
VectorCopy (playervec, self->s.angles);
}
self->think = guard_think;
self->nextthink = level.time + FRAMETIME;
}
void SP_monster_guard(edict_t *self)
{
edict_t *zbody;
edict_t *player;
player = &g_edicts[1]; // Gotta be, since this is SP only
//BC baboo
if (skill->value >= 2)
{
self->s.skinnum = 7;
}
//GravityBone hack.
if(Q_stricmp(level.mapname, "parlo1") == 0)
self->s.modelindex = gi.modelindex ("models/monsters/guard/tris.md2");
else
self->s.modelindex = gi.modelindex ("models/monsters/npc/head.md2");
self->solid = SOLID_NOT;
//self->use = reynard_use;
self->takedamage = DAMAGE_NO;
if (!self->radius)
self->radius = 89;
if (!self->attenuation)
self->attenuation = 38;
self->s.origin[2] += self->attenuation;
VectorCopy(self->s.angles, self->pos2);
self->think = guard_think;
self->nextthink = level.time + FRAMETIME;
gi.linkentity (self);
if (!self->startframe && (Q_stricmp(level.mapname, "parlo1") != 0))
self->startframe = 115;
if (skill->value >= 2)
{
//spawn mathman audio dummy.
edict_t *mathEnt;
mathEnt = G_Spawn();
VectorCopy (self->s.origin, mathEnt->s.origin);
mathEnt->s.origin[2] += 1;
SP_target_mathaudio(mathEnt);
}
zbody = G_Spawn();
if(Q_stricmp(level.mapname, "parlo1") == 0)
gi.setmodel (zbody, "models/monsters/guard/body.md2");
else
gi.setmodel (zbody, "models/monsters/npc/tris.md2");
zbody->s.frame = self->startframe;
zbody->solid = SOLID_NOT;
zbody->takedamage = DAMAGE_NO;
zbody->s.origin[0] = self->s.origin[0];
zbody->s.origin[1] = self->s.origin[1];
zbody->s.origin[2] = self->s.origin[2]-38;
zbody->s.angles[1] = self->s.angles[1];
zbody->s.skinnum = self->s.skinnum;
gi.linkentity (zbody);
}
qboolean infront2 (edict_t *self, edict_t *other)
{
vec3_t vec;
float dot;
vec3_t forward;
if (!self || !other) // Knightmare- crash protect
return false;
AngleVectors (self->pos2, forward, NULL, NULL);
VectorSubtract (other->s.origin, self->s.origin, vec);
VectorNormalize (vec);
dot = DotProduct (vec, forward);
if (dot > -0.5)
return true;
return false;
}
void dinnerguest_think(edict_t *self)
{
edict_t *player;
player = &g_edicts[1];
if (player)
{
if (infront2(self,player))
{
//face the player.
vec3_t playervec;
float ymin,ymax;
VectorCopy (player->s.origin, playervec);
playervec[2] += 14; //they focus on your head.
VectorSubtract (playervec, self->s.origin, playervec);
vectoangles(playervec,playervec);
VectorCopy (playervec, self->s.angles);
}
else
{
VectorCopy (self->pos2, self->s.angles);
}
//make heads rumble and roll.
if ((rand()&3 == 0) || (self->bobframe > 5))
{
VectorCopy(self->offset,self->s.origin);
self->bobframe = 0;
self->s.angles[2] = 0.0;
}
else
{
self->s.origin[0] += -0.5 + random() * 1.0;
self->s.origin[1] += -0.5 + random() * 1.0;
self->s.origin[2] += -1.0 + random() * 2.0;
//nice bobble-head effect
self->s.angles[2] += -10.0 + random() * 20.0;
self->bobframe++;
}
}
self->think = dinnerguest_think;
self->nextthink = level.time + FRAMETIME;
}
void SP_monster_dinnerguest(edict_t *self)
{
edict_t *zbody;
int skin;
self->s.modelindex = gi.modelindex ("models/monsters/dinnerguest/head.md2");
self->solid = SOLID_NOT;
//self->use = reynard_use;
self->takedamage = DAMAGE_NO;
self->s.origin[2] += 36;
//keep base angle
VectorCopy(self->s.angles, self->pos2);
//keep base origin
VectorCopy(self->s.origin, self->offset);
self->think = dinnerguest_think;
self->nextthink = level.time + FRAMETIME;
self->s.renderfx |= self->renderfx;
gi.linkentity (self);
zbody = G_Spawn();
gi.setmodel (zbody, "models/monsters/dinnerguest/body.md2");
zbody->solid = SOLID_NOT;
zbody->takedamage = DAMAGE_NO;
zbody->s.origin[0] = self->s.origin[0];
zbody->s.origin[1] = self->s.origin[1];
zbody->s.origin[2] = self->s.origin[2]-36;
zbody->s.angles[1] = self->s.angles[1];
zbody->s.renderfx |= self->renderfx;
if (self->s.skinnum == -1)
{
skin = rand()&3;
self->s.skinnum = skin;
zbody->s.skinnum = skin;
}
gi.linkentity (zbody);
}
void zsmoke_think1(edict_t *self)
{
int tempevent;
vec3_t org;
vec3_t forward,right;
edict_t *tempent;
tempent = G_Find (NULL, FOFS(targetname), "olive1");
VectorCopy(tempent->s.origin,self->s.origin);
VectorCopy(tempent->s.angles,self->s.angles);
tempevent = TE_CIGSMOKE;
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
if (self->style==0)
{
org[2] +=38.1;
VectorMA(org, 0.8, right, org);
VectorMA(org, 10.1, forward, org);
}
else if (self->style==1)
{
org[2] +=31.9;
VectorMA(org, 0.6, right, org);
VectorMA(org, 12.9, forward, org);
}
else if (self->style==2)
{
org[2] +=11.9;
VectorMA(org, 9.4, right, org);
VectorMA(org, 8.7, forward, org);
}
else
{
self->think = G_FreeEdict;
self->nextthink = level.time + FRAMETIME;
}
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (org);
gi.WriteDir (vec3_origin);
gi.multicast (org, MULTICAST_ALL);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (org);
gi.WriteDir (vec3_origin);
gi.multicast (org, MULTICAST_ALL);
if (self->style < 3)
{
self->think = zsmoke_think1;
self->nextthink = level.time + FRAMETIME;
}
}
void zsmoke_think(edict_t *self)
{
int tempevent;
vec3_t org;
vec3_t forward,right;
tempevent = TE_CIGSMOKE;
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
org[2] +=18.2;
VectorMA(org, 11, right, org);
VectorMA(org, 4.7, forward, org);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (org);
gi.WriteDir (vec3_origin);
gi.multicast (org, MULTICAST_PVS);
self->think = zsmoke_think;
self->nextthink = level.time + FRAMETIME;
}
void zsmoke_think2(edict_t *self)
{
int tempevent;
vec3_t org;
vec3_t forward,right;
tempevent = TE_CIGSMOKE;
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
org[2] +=38.1;
VectorMA(org, 0.8, right, org);
VectorMA(org, 17.6, forward, org);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (org);
gi.WriteDir (vec3_origin);
gi.multicast (org, MULTICAST_PVS);
self->think = zsmoke_think2;
self->nextthink = level.time + FRAMETIME;
}
void zbigsmoke_think(edict_t *self)
{
int tempevent;
vec3_t org;
vec3_t forward,right;
tempevent = TE_CIGBIGSMOKE;
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
org[2] +=31.7;
VectorMA(org, 3.4, right, org);
VectorMA(org, 14, forward, org);
//gi.dprintf("bigsmoke\n");
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (org);
gi.WriteDir (vec3_origin);
gi.multicast (org, MULTICAST_ALL);
self->think = zbigsmoke_think;
self->nextthink = level.time + FRAMETIME;
}
void faceangle(edict_t *self, char *targ)
{
edict_t *tempent;
tempent = G_Find (NULL, FOFS(targetname), targ);
if (tempent)
{
vec3_t playervec;
VectorCopy (tempent->s.origin, playervec);
playervec[2] = self->s.origin[2];
VectorSubtract (playervec, self->s.origin, playervec);
vectoangles(playervec,playervec);
VectorCopy (playervec, self->s.angles);
}
else
gi.dprintf("ERROR: couldn't find %s\n",targ);
}
void olive_freeplayer(edict_t *self)
{
edict_t *player;
//player rises up from the ground. just pop up player origin.
player = &g_edicts[1];
if (player)
{
player->s.origin[2] += 42;
}
//destroy this olive, make the next olive.
self->think = G_FreeEdict;
self->nextthink = level.time + FRAMETIME;
}
void olive_windowjump(edict_t *self)
{
if (self->s.frame < 41)
{
self->s.frame++;
self->think = olive_windowjump;
self->nextthink = level.time + FRAMETIME;
//hide camera.
if (self->s.frame > 37)
self->s.modelindex3 = gi.modelindex("sprites/point.sp2");
}
else
{
//has crossed the window threshold
edict_t *player;
player = &g_edicts[1];
if (player)
{
//player->s.origin[2] += 41;
player->client->ps.stats[STAT_FREEZE] = 0;
gi.sound (player, CHAN_WEAPON, gi.soundindex("player/pain3.wav"), 1.0, ATTN_NONE, 0);
self->s.origin[2] -= 32;
self->think = olive_freeplayer;
self->nextthink = level.time + 0.3;
}
}
}
void olive_runtowindow(edict_t *self)
{
edict_t *tempent;
if (self->s.frame < 6)
self->s.frame++;
else
self->s.frame=3;
tempent = G_Find (NULL, FOFS(targetname), "olivewindow1");
if (tempent)
{
vec3_t tempentvec;
float tempentdist;
VectorSubtract (tempent->s.origin, self->s.origin, tempentvec);
tempentdist = VectorLength(tempentvec);
if (tempentdist < 10)
{
VectorSet(self->velocity,0,0,0);
self->s.frame = 29;
//hide gun.
self->s.modelindex2 = gi.modelindex("sprites/point.sp2");
self->think = olive_windowjump;
self->nextthink = level.time + FRAMETIME;
}
else
{
self->think = olive_runtowindow;
self->nextthink = level.time + FRAMETIME;
}
}
}
void olive_gotowindow(edict_t *self)
{
edict_t *tempent;
vec3_t playervec,forward;
tempent = G_Find (NULL, FOFS(targetname), "olivewindow1");
if (tempent)
{
self->s.origin[2] += 1;
self->movetype = MOVETYPE_FLY;
VectorCopy (tempent->s.origin, playervec);
playervec[2] = self->s.origin[2];
VectorSubtract (playervec, self->s.origin, playervec);
vectoangles(playervec,playervec);
VectorCopy (playervec, self->s.angles);
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorCopy(forward,self->movedir);
VectorScale (forward, 96, self->velocity);
}
tempent = G_Find (NULL, FOFS(targetname), "viewlock4");
if (tempent)
{
tempent->use (tempent, self, self);
}
self->think = olive_runtowindow;
self->nextthink = level.time + FRAMETIME;
}
void olive_glassbreak(edict_t *self)
{
edict_t *tempent;
tempent = G_Find (NULL, FOFS(targetname), "glasssound1");
if (tempent)
{
tempent->use (tempent, self, self);
}
tempent = G_Find (NULL, FOFS(targetname), "raintrigger");
if (tempent)
{
tempent->use (tempent, self, self);
}
//turn off the existing view lock.
tempent = G_Find (NULL, FOFS(targetname), "windowclip1");
if (tempent)
{
tempent->think = G_FreeEdict;
tempent->nextthink = level.time + FRAMETIME;
}
tempent = G_Find (NULL, FOFS(targetname), "glassexplode1");
if (tempent)
{
tempent->use (tempent, self, self);
}
tempent = G_Find (NULL, FOFS(targetname), "glassexplode2");
if (tempent)
{
tempent->use (tempent, self, self);
}
tempent = G_Find (NULL, FOFS(targetname), "glass1");
if (tempent)
{
tempent->think = G_FreeEdict;
tempent->nextthink = level.time + FRAMETIME;
}
tempent = G_Find (NULL, FOFS(targetname), "glass2");
if (tempent)
{
tempent->think = G_FreeEdict;
tempent->nextthink = level.time + FRAMETIME;
}
self->think = olive_gotowindow;
self->nextthink = level.time + FRAMETIME;
}
void olive_fire1(edict_t *self)
{
vec3_t forward,right,org;
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
org[2] +=39.6;
VectorMA(org, -2.3, right, org);
VectorMA(org, 34.7, forward, org);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SHOTGUN);
gi.WritePosition (org);
gi.WriteDir (forward);
gi.multicast (org, MULTICAST_PVS);
gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/pistol.wav"), 1.0, ATTN_NONE, 0);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (MZ2_GUNNER_GRENADE_1);
gi.multicast (self->s.origin, MULTICAST_PVS);
self->style++;
if (self->style < 3)
{
self->think = olive_fire1;
self->nextthink = level.time + 0.25;
}
else
{
edict_t *tempent;
//turn off the existing view lock.
tempent = G_Find (NULL, FOFS(targetname), "lockview");
if (tempent)
{
tempent->use (tempent, self, self);
}
//turn on the next view lock.
tempent = G_Find (NULL, FOFS(targetname), "viewlock4");
if (tempent)
{
gi.sound(self, CHAN_BODY, gi.soundindex("weapons/whoosh.wav"), 1.0, ATTN_NORM, 0);
tempent->use (tempent, self, self);
self->think = olive_glassbreak;
self->nextthink = level.time + 0.1;
}
}
}
void olive_stand2(edict_t *self)
{
if (self->s.frame < 28)
{
if (self->s.frame==25)
{
edict_t *player;
vec3_t playervec;
edict_t *tempent;
//turn olive to look at the window.
player = G_Find (NULL, FOFS(targetname), "windowtarget");
VectorCopy (player->s.origin, playervec);
playervec[2] = self->s.origin[2];
VectorSubtract (playervec, self->s.origin, playervec);
vectoangles(playervec,playervec);
VectorCopy (playervec, self->s.angles);
gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/w_pkup.wav"), 1.0, ATTN_NORM, 0);
}
self->s.frame++;
self->think = olive_stand2;
self->nextthink = level.time + 0.1;
}
else
{
self->style=0;
self->think = olive_fire1;
self->nextthink = level.time + 0.5;
}
}
void olive_stand1(edict_t *self)
{
//standing up.
vec3_t forward,org;
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorCopy(self->s.origin,org);
VectorMA(org, -14, forward, org);
VectorCopy(org,self->s.origin);
self->s.frame = 25;
gi.sound(self, CHAN_AUTO, gi.soundindex("monsters/wah4.wav"), 1.0, ATTN_NORM, 0);
self->think = olive_stand2;
self->nextthink = level.time + 2.5;
}
void olive_lean4(edict_t *self)
{
self->s.frame = 24;
self->think = olive_stand1;
self->nextthink = level.time + 1.0;
}
void olive_lean3(edict_t *self)
{
gi.sound(self, CHAN_AUTO, gi.soundindex("weapons/card_up.wav"), 1.0, ATTN_NORM, 0);
self->think = olive_lean4;
self->nextthink = level.time + 0.8;
self->s.modelindex3 = gi.modelindex ("models/objects/camera/tris.md2");
}
void olive_lean2(edict_t *self)
{
gi.sound(self, CHAN_AUTO, gi.soundindex("monsters/search.wav"), 1.0, ATTN_NORM, 0);
self->think = olive_lean3;
self->nextthink = level.time + 0.7;
}
void olive_lean1(edict_t *self)
{
if (self->s.frame < 22)
{
self->s.frame++;
if (self->s.frame==17)
{
vec3_t forward,org;
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorCopy(self->s.origin,org);
VectorMA(org, 9, forward, org);
VectorCopy(org,self->s.origin);
}
self->think = olive_lean1;
self->nextthink = level.time + FRAMETIME;
}
else
{
self->think = olive_lean2;
self->nextthink = level.time + 0.1;
}
}
void olive_puff2(edict_t *self)
{
if (self->s.frame==12)
{
edict_t *tempent;
tempent = G_Find (NULL, FOFS(targetname), "olivesmoke1");
if (tempent)
tempent->style=3;
tempent = G_Find (NULL, FOFS(targetname), "olivebigsmoke");
if (tempent)
{
tempent->think = G_FreeEdict;
tempent->nextthink = level.time + FRAMETIME;
}
gi.sound(self, CHAN_AUTO, gi.soundindex("monsters/wah5.wav"), 1.0, ATTN_NORM, 0);
}
if (self->s.frame < 16)
{
self->s.frame++;
self->think = olive_puff2;
self->nextthink = level.time + FRAMETIME;
}
else
{
self->s.skinnum = 0;
self->think = olive_lean1;
self->nextthink = level.time + 2;
}
}
void olive_puff1(edict_t *self)
{
edict_t *tempent;
edict_t *zsmoke;
self->s.skinnum = 1;
self->s.frame=12;
self->think = olive_puff2;
self->nextthink = level.time + 2;
gi.sound(self, CHAN_BODY, gi.soundindex("monsters/cig.wav"), 1.0, ATTN_NORM, 0);
tempent = G_Find (NULL, FOFS(targetname), "olivesmoke1");
if (tempent)
tempent->style=2;
zsmoke = G_Spawn();
VectorCopy(self->s.origin, zsmoke->s.origin);
VectorCopy(self->s.angles, zsmoke->s.angles);
zsmoke->movetype = MOVETYPE_NONE;
zsmoke->think = zbigsmoke_think;
zsmoke->nextthink = level.time + FRAMETIME;
zsmoke->targetname = "olivebigsmoke";
gi.linkentity (zsmoke);
}
void olive_kneel1(edict_t *self)
{
edict_t *player;
vec3_t playervec;
edict_t *tempent;
self->s.frame=11;
player = &g_edicts[1];
VectorCopy (player->s.origin, playervec);
playervec[2] = self->s.origin[2];
VectorSubtract (playervec, self->s.origin, playervec);
vectoangles(playervec,playervec);
VectorCopy (playervec, self->s.angles);
gi.sound(self, CHAN_BODY, gi.soundindex("weapons/whoosh.wav"), 0.6, ATTN_NORM, 0);
tempent = G_Find (NULL, FOFS(targetname), "olivesmoke1");
if (tempent)
tempent->style=1;
self->think = olive_puff1;
self->nextthink = level.time + 1.3;
}
void olive_walkthink(edict_t *self)
{
edict_t *player;
vec3_t playervec;
float playerdist;
player = &g_edicts[1];
if (self->style==3)
{
if (self->s.frame > 9)
self->s.frame=7;
else
self->s.frame++;
}
else
{
if (self->s.frame > 5)
self->s.frame=3;
else
self->s.frame++;
}
if ((self->s.frame==3) || (self->s.frame==7))
gi.sound (self, CHAN_BODY, gi.soundindex("monsters/step1.wav"), 1.0, ATTN_NORM, 0);
else if ((self->s.frame==5)||(self->s.frame==9))
gi.sound (self, CHAN_BODY, gi.soundindex("monsters/step2.wav"), 1.0, ATTN_NORM, 0);
//stop moving.
if (player)
VectorSubtract (player->s.origin, self->s.origin, playervec);
playerdist = VectorLength(playervec);
//if (playerdist)
// gi.dprintf("%f\n",playerdist);
if (playerdist < 40)
{
self->s.frame=7;
VectorSet(self->velocity,0,0,0);
VectorCopy (player->s.origin, playervec);
//playervec[2] += 14; //they focus on your head.
playervec[2] = self->s.origin[2];
VectorSubtract (playervec, self->s.origin, playervec);
vectoangles(playervec,playervec);
VectorCopy (playervec, self->s.angles);
self->think = olive_kneel1;
self->nextthink = level.time + 1;
}
else
{
self->think = olive_walkthink;
self->nextthink = level.time + 0.2;
}
}
void olive_talkthink(edict_t *self)
{
if (self->health2 > 0)
{
self->health2--;
self->think = olive_talkthink;
self->nextthink = level.time + 1.4;
}
else
{
self->s.frame=1;
}
}
void olive_action(edict_t *self, edict_t *other)
{
if ((self->health2 <= 0) && (self->s.frame==1))
{
self->s.frame=2;
self->health2 = 1;
self->think = olive_talkthink;
self->nextthink = level.time + FRAMETIME;
if (self->count==0)
gi.sound (self, CHAN_BODY, gi.soundindex("monsters/wah3.wav"), 1.0, ATTN_NORM, 0);
else if (self->count==1)
gi.sound (self, CHAN_BODY, gi.soundindex("monsters/wah4.wav"), 1.0, ATTN_NORM, 0);
else
gi.sound (self, CHAN_BODY, gi.soundindex("monsters/wah5.wav"), 1.0, ATTN_NORM, 0);
self->count++;
if (self->count >2)
self->count=0;
}
}
void olive_use (edict_t *self, edict_t *other, edict_t *activator)
{
vec3_t forward,right,org;
edict_t *tempent;
//self->use = NULL;
if (self->solid != SOLID_NOT)
{
self->solid = SOLID_NOT;
}
if (self->style==0)
{
edict_t *player;
player = &g_edicts[1];
self->style = 1;
self->s.frame = 3;
//disarm the player. remove everything.
if (player->client->pers.inventory[ITEM_INDEX(FindItem("No Weapon"))] > 0)
{
player->client->pers.inventory[ITEM_INDEX(FindItem("No Weapon"))] = 1;
}
player->client->newweapon = FindItem ("No Weapon");
if (player->client->pers.inventory[ITEM_INDEX(FindItem("card"))] > 0)
player->client->pers.inventory[ITEM_INDEX(FindItem("card"))] = 0;
if (player->client->pers.inventory[ITEM_INDEX(FindItem("BFG10K"))] > 0)
player->client->pers.inventory[ITEM_INDEX(FindItem("BFG10K"))] = 0;
if (player->client->pers.inventory[ITEM_INDEX(FindItem("Blaster"))] > 0)
player->client->pers.inventory[ITEM_INDEX(FindItem("Blaster"))] = 0;
if (player->client->pers.inventory[ITEM_INDEX(FindItem("Shotgun"))] > 0)
player->client->pers.inventory[ITEM_INDEX(FindItem("Shotgun"))] = 0;
if (player->client->pers.inventory[ITEM_INDEX(FindItem("Machinegun"))] > 0)
player->client->pers.inventory[ITEM_INDEX(FindItem("Machinegun"))] = 0;
player->client->pers.selected_item = 0;
//kill the book.
tempent = G_Find (NULL, FOFS(targetname), "olivebook");
if (tempent)
{
tempent->think = G_FreeEdict;
tempent->nextthink = level.time + FRAMETIME;
}
//kill the cig smoke.
tempent = G_Find (NULL, FOFS(targetname), "olivesmoke");
if (tempent)
{
tempent->think = G_FreeEdict;
tempent->nextthink = level.time + FRAMETIME;
}
//move olive to a better position.
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
VectorMA(org, -4, right, org);
VectorMA(org, 6, forward, org);
self->s.angles[1] = 240;
VectorCopy(org,self->s.origin);
//give her a gun.
self->s.modelindex2 = gi.modelindex ("models/monsters/olive/olivegun.md2");
//self->s.modelindex2 = gi.modelindex ("models/monsters/olive/olivegun.md2");
//self->s.frame = 3;
if (player)
{
//found player.
//face the player.
vec3_t playervec;
//float ymin,ymax;
//vec3_t oldangles;
vec3_t forward;
VectorCopy (player->s.origin, playervec);
//playervec[2] += 14; //they focus on your head.
playervec[2] = self->s.origin[2];
VectorSubtract (playervec, self->s.origin, playervec);
vectoangles(playervec,playervec);
VectorCopy (playervec, self->s.angles);
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorCopy(forward,self->movedir);
VectorScale (forward, 28, self->velocity);
self->think = olive_walkthink;
self->nextthink = level.time + FRAMETIME;
}
self->s.origin[2] -= 1;
}
else if ((self->style==1)||(self->style==2))
{
//edict_t *zsmoke;
edict_t *player;
vec3_t org;
vec3_t forward,right;
if (self->style==1)
{
edict_t *zsmoke;
zsmoke = G_Spawn();
VectorCopy(self->s.origin, zsmoke->s.origin);
VectorCopy(self->s.angles, zsmoke->s.angles);
zsmoke->movetype = MOVETYPE_NONE;
zsmoke->think = zsmoke_think1;
zsmoke->nextthink = level.time + FRAMETIME;
zsmoke->targetname = "olivesmoke1";
gi.linkentity (zsmoke);
}
player = &g_edicts[1];
//zot
//gi.dprintf("bang!!!!!!!\n");
G_UseTargets (self, player);
//gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/pistol.wav"), 1.0, ATTN_NONE, 0);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (MZ2_GUNNER_GRENADE_1);
gi.multicast (self->s.origin, MULTICAST_PVS);
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
org[2] +=37;
VectorMA(org, -6, right, org);
VectorMA(org, 30, forward, org);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SHOTGUN);
gi.WritePosition (org);
gi.WriteDir (vec3_origin);
gi.multicast (org, MULTICAST_PVS);
if (self->style==2)
{
gi.sound (player, CHAN_WEAPON, gi.soundindex("player/falldown.wav"), 1.0, ATTN_NONE, 0);
player->s.origin[2] -= 40;
tempent = G_Find (NULL, FOFS(targetname), "musictrack");
if (tempent)
{
tempent->use (tempent, self, self);
}
}
self->style++;
}
}
void SP_monster_olive(edict_t *self)
{
edict_t *zbody;
edict_t *zsmoke;
self->svflags |= SVF_DEADMONSTER;
VectorSet(self->mins, -11, -11, 0.0);
VectorSet(self->maxs, 11, 11, 53.0);
self->health2 = 0;
self->s.modelindex = gi.modelindex ("models/monsters/olive/tris.md2");
self->solid = SOLID_BBOX;
self->style = 0;
self->use = olive_use;
self->takedamage = DAMAGE_NO;
self->s.frame = 1;
self->movetype = MOVETYPE_FLY;
VectorCopy(self->s.angles, self->pos2);
//self->think = zsmoke_think;
//self->nextthink = level.time + 1;
gi.linkentity (self);
zsmoke = G_Spawn();
zsmoke->style = TE_EXPLOSION1;
VectorCopy(self->s.origin, zsmoke->s.origin);
VectorCopy(self->s.angles, zsmoke->s.angles);
zsmoke->movetype = MOVETYPE_NONE;
zsmoke->think = zsmoke_think;
zsmoke->nextthink = level.time + 1;
zsmoke->targetname = "olivesmoke";
gi.linkentity (zsmoke);
zbody = G_Spawn();
gi.setmodel (zbody, "models/monsters/olive/olivebook.md2");
VectorCopy(self->s.origin, zbody->s.origin);
VectorCopy(self->s.angles, zbody->s.angles);
zbody->solid = SOLID_NOT;
zbody->takedamage = DAMAGE_NO;
zbody->targetname = "olivebook";
gi.linkentity (zbody);
}
void oliveshooter_fire1(edict_t *self)
{
vec3_t forward,right,org;
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
org[2] +=39.6;
VectorMA(org, -2.3, right, org);
VectorMA(org, 34.7, forward, org);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SHOTGUN);
gi.WritePosition (org);
gi.WriteDir (forward);
gi.multicast (org, MULTICAST_PVS);
gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/pistol.wav"), 1.0, ATTN_NONE, 0);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (MZ2_GUNNER_GRENADE_1);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
void oliveshooter_think(edict_t *self)
{
edict_t *player;
player = &g_edicts[1];
if (player)
{
//face the player.
vec3_t playervec;
float ymin,ymax;
VectorCopy (player->s.origin, playervec);
playervec[2] -= 14; //they focus on your head.
VectorSubtract (playervec, self->s.origin, playervec);
vectoangles(playervec,playervec);
//playervec[0]=0;
//playervec[2]=0;
VectorCopy (playervec, self->s.angles);
}
self->think = oliveshooter_think;
self->nextthink = level.time + FRAMETIME;
}
void oliveshooter_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->style==0)
{
self->style++;
self->s.modelindex = gi.modelindex ("models/monsters/olive/tris.md2");
self->s.modelindex2 = gi.modelindex ("models/monsters/olive/olivegun.md2");
self->think = oliveshooter_think;
self->nextthink = level.time + FRAMETIME;
}
else if (self->style==1)
{
edict_t *tempent;
self->style++;
oliveshooter_fire1(self);
tempent = G_Find (NULL, FOFS(targetname), "musicoff");
if (tempent)
{
tempent->use (tempent, self, self);
}
gi.sound (self, CHAN_WEAPON, gi.soundindex("player/pain1.wav"), 1.0, ATTN_NONE, 0);
}
else
{
oliveshooter_fire1(self);
}
}
void SP_monster_oliveshooter(edict_t *self)
{
self->svflags |= SVF_DEADMONSTER;
VectorSet(self->mins, -11, -11, 0.0);
VectorSet(self->maxs, 11, 11, 53.0);
self->health2 = 0;
//self->s.modelindex = gi.modelindex ("models/monsters/olive/tris.md2");
self->s.modelindex = gi.modelindex("sprites/point.sp2");
//self->s.modelindex2 = gi.modelindex ("models/monsters/olive/olivegun.md2");
self->solid = SOLID_BBOX;
self->style = 0;
self->use = oliveshooter_use;
self->takedamage = DAMAGE_NO;
self->s.frame = 28;
self->movetype = MOVETYPE_FLY;
VectorCopy(self->s.angles, self->pos2);
//self->think = zsmoke_think;
//self->nextthink = level.time + 1;
gi.linkentity (self);
}
void goonfire1(edict_t *self)
{
vec3_t forward,right,org;
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
org[2] +=40;
VectorMA(org, -2.3, right, org);
VectorMA(org, 35, forward, org);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SHOTGUN);
gi.WritePosition (org);
gi.WriteDir (forward);
gi.multicast (org, MULTICAST_PVS);
gi.sound (self, CHAN_WEAPON, gi.soundindex("weapons/pistol.wav"), 1.0, ATTN_NORM, 0);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (MZ2_GUNNER_GRENADE_1);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
void goon_fire(edict_t *self)
{
if (self->s.frame < 5)
{
if (self->s.frame==1)
{
goonfire1(self);
}
self->s.frame++;
self->think = goon_fire;
self->nextthink = level.time + FRAMETIME;
}
else
{
self->s.frame=0;
self->think = goon_fire;
self->nextthink = level.time + FRAMETIME+ (0.7 * random());
}
}
void SP_monster_goon(edict_t *self)
{
self->svflags |= SVF_DEADMONSTER;
VectorSet(self->mins, -11, -11, 0.0);
VectorSet(self->maxs, 11, 11, 53.0);
self->s.modelindex = gi.modelindex ("models/monsters/goon/tris.md2");
self->s.modelindex2 = gi.modelindex ("models/monsters/goon/goongun.md2");
self->solid = SOLID_BBOX;
self->style = 0;
self->takedamage = DAMAGE_NO;
self->movetype = MOVETYPE_FLY;
self->think = goon_fire;
self->nextthink = level.time + 1;
gi.linkentity (self);
}
void olivesmoker_bigsmoke(edict_t *self)
{
int tempevent;
vec3_t org;
vec3_t forward,right;
tempevent = TE_CIGBIGSMOKE;
AngleVectors (self->s.angles, forward, right, NULL);
VectorCopy(self->s.origin,org);
org[2] +=45.8;
VectorMA(org, -3.4, right, org);
VectorMA(org, 23, forward, org);
//gi.dprintf("bigsmoke\n");
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (org);
gi.WriteDir (vec3_origin);
gi.multicast (org, MULTICAST_ALL);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (org);
gi.WriteDir (vec3_origin);
gi.multicast (org, MULTICAST_ALL);
}
void olivesmoker_use (edict_t *self, edict_t *other, edict_t *activator)
{
if (self->s.frame==55)
{
edict_t *tempent;
self->s.frame=56;
self->s.skinnum = 1;
gi.sound(self, CHAN_BODY, gi.soundindex("monsters/cig.wav"), 1.0, ATTN_NORM, 0);
tempent = G_Find (NULL, FOFS(targetname), "olivesmokeidle");
if (tempent)
{
tempent->think = G_FreeEdict;
tempent->nextthink = level.time + FRAMETIME;
}
olivesmoker_bigsmoke(self);
}
else
{
self->think=G_FreeEdict;
self->nextthink=level.time+FRAMETIME;
}
}
//zz
void SP_monster_olivesmoker(edict_t *self)
{
edict_t *zsmoke;
self->svflags |= SVF_DEADMONSTER;
VectorSet(self->mins, -11, -11, 0.0);
VectorSet(self->maxs, 11, 11, 53.0);
self->health2 = 0;
self->s.modelindex = gi.modelindex ("models/monsters/olive/tris.md2");
self->solid = SOLID_BBOX;
self->style = 0;
self->use = olivesmoker_use;
self->takedamage = DAMAGE_NO;
self->s.frame = 55;
self->movetype = MOVETYPE_FLY;
self->s.modelindex2 = gi.modelindex ("models/monsters/olive/olivegun.md2");
VectorCopy(self->s.angles, self->pos2);
//self->think = zsmoke_think;
//self->nextthink = level.time + 1;
gi.linkentity (self);
zsmoke = G_Spawn();
zsmoke->style = TE_EXPLOSION1;
VectorCopy(self->s.origin, zsmoke->s.origin);
VectorCopy(self->s.angles, zsmoke->s.angles);
zsmoke->movetype = MOVETYPE_NONE;
zsmoke->think = zsmoke_think2;
zsmoke->nextthink = level.time + 1;
zsmoke->targetname = "olivesmokeidle";
gi.linkentity (zsmoke);
}
void worker_action(edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_BODY, gi.soundindex("monsters/wah3.wav"), 1.0, ATTN_NORM, 0);
}
void worker_think(edict_t *self)
{
edict_t *player;
vec3_t playervec;
float playerdist;
player = &g_edicts[1];
if (player)
VectorSubtract (player->s.origin, self->s.origin, playervec);
playerdist = VectorLength(playervec);
//if (playerdist)
// gi.dprintf("%f\n",playerdist);
if ((playerdist > 180) && (self->s.frame==0))
{
gi.sound(self, CHAN_BODY, gi.soundindex("weapons/whoosh.wav"), 0.6, ATTN_NORM, 0);
if (self->style==0)
self->s.frame=1;
else
self->s.frame=2;
}
else if ((playerdist <= 180) && (self->s.frame!=0))
{
gi.sound(self, CHAN_BODY, gi.soundindex("weapons/whoosh.wav"), 0.6, ATTN_NORM, 0);
self->s.frame=0;
}
self->think = worker_think;
self->nextthink = level.time + 0.7;
}
void SP_monster_worker(edict_t *self)
{
self->svflags |= SVF_DEADMONSTER;
VectorSet(self->mins, -8, -8, 0.0);
VectorSet(self->maxs, 8, 8, 53.0);
self->s.modelindex = gi.modelindex ("models/monsters/worker/tris.md2");
self->solid = SOLID_BBOX;
self->takedamage = DAMAGE_NO;
self->s.frame = 0;
self->think = worker_think;
self->nextthink = level.time+1;
gi.linkentity (self);
}