mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
608814c830
Fixed Tactician Gunner's flechettes going thru player bbox at point blank. Made edict_t pointer arrays static in server, default Lazarus, and missionpack DLLs due to stack size concerns. Added contact grenade mode for special monster flag for gunners in default Lazarus and missionpack DLLs.
1533 lines
40 KiB
C
1533 lines
40 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "g_local.h"
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void InitiallyDead (edict_t *self);
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// Lazarus: If worldspawn CORPSE_SINK effects flag is set,
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// monsters/actors fade out and sink into the floor
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// 30 seconds after death
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#define SINKAMT 1
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void FadeSink (edict_t *ent)
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{
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ent->count++;
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ent->s.origin[2]-=SINKAMT;
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ent->think=FadeSink;
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if (ent->count==5)
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{
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ent->s.renderfx &= ~RF_TRANSLUCENT;
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ent->s.effects |= EF_SPHERETRANS;
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}
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if (ent->count==10)
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ent->think=G_FreeEdict;
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ent->nextthink=level.time+FRAMETIME;
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}
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void FadeDieSink (edict_t *ent)
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{
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ent->takedamage = DAMAGE_NO; // can't gib 'em once they start sinking
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ent->s.effects &= ~EF_FLIES;
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ent->s.sound = 0;
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ent->s.origin[2]-=SINKAMT;
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ent->s.renderfx=RF_TRANSLUCENT;
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ent->think=FadeSink;
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ent->nextthink=level.time+FRAMETIME;
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ent->count=0;
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}
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// Lazarus: M_SetDeath is used to restore the death movement,
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// bounding box, and a few other parameters for dead
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// monsters that change levels with a trigger_transition
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qboolean M_SetDeath(edict_t *self, mmove_t **deathmoves)
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{
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mmove_t *move=NULL;
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mmove_t *dmove;
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if (self->health > 0)
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return false;
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while (*deathmoves && !move)
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{
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dmove = *deathmoves;
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if ( (self->s.frame >= dmove->firstframe) &&
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(self->s.frame <= dmove->lastframe) )
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move = dmove;
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else
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deathmoves++;
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}
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if (move)
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{
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self->monsterinfo.currentmove = move;
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if (self->monsterinfo.currentmove->endfunc)
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self->monsterinfo.currentmove->endfunc(self);
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self->s.frame = move->lastframe;
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self->s.skinnum |= 1;
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return true;
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}
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return false;
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}
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//
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// monster weapons
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//
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//FIXME monsters should call these with a totally accurate direction
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// and we can mess it up based on skill. Spread should be for normal
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// and we can tighten or loosen based on skill. We could muck with
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// the damages too, but I'm not sure that's such a good idea.
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void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
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{
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fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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#ifdef KMQUAKE2_ENGINE_MOD
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if (flashtype >= MZ2_SEND_SHORT) {
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gi.WriteByte (MZ2_SEND_SHORT);
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gi.WriteShort (flashtype);
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gi.WriteByte (0);
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}
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else
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#endif
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype)
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{
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fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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#ifdef KMQUAKE2_ENGINE_MOD
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if (flashtype >= MZ2_SEND_SHORT) {
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gi.WriteByte (MZ2_SEND_SHORT);
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gi.WriteShort (flashtype);
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gi.WriteByte (0);
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}
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else
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#endif
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect, int color)
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{
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fire_blaster (self, start, dir, damage, speed, effect, false, color);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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#ifdef KMQUAKE2_ENGINE_MOD
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if (flashtype >= MZ2_SEND_SHORT) {
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gi.WriteByte (MZ2_SEND_SHORT);
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gi.WriteShort (flashtype);
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gi.WriteByte (color - 1); // orange = 0, green = 1, blue = 2, red = 3
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}
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else
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#endif
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype, qboolean contact)
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{
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fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40, contact);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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#ifdef KMQUAKE2_ENGINE_MOD
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if (flashtype >= MZ2_SEND_SHORT) {
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gi.WriteByte (MZ2_SEND_SHORT);
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gi.WriteShort (flashtype);
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gi.WriteByte (0);
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}
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else
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#endif
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, edict_t *homing_target)
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{
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fire_rocket (self, start, dir, damage, speed, damage+20, damage, homing_target);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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#ifdef KMQUAKE2_ENGINE_MOD
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if (flashtype >= MZ2_SEND_SHORT) {
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gi.WriteByte (MZ2_SEND_SHORT);
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gi.WriteShort (flashtype);
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gi.WriteByte (0);
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}
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else
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#endif
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
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{
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fire_rail (self, start, aimdir, damage, kick);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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#ifdef KMQUAKE2_ENGINE_MOD
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if (flashtype >= MZ2_SEND_SHORT) {
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gi.WriteByte (MZ2_SEND_SHORT);
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gi.WriteShort (flashtype);
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gi.WriteByte (0);
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}
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else
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#endif
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
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{
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fire_bfg (self, start, aimdir, damage, speed, damage_radius);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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#ifdef KMQUAKE2_ENGINE_MOD
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if (flashtype >= MZ2_SEND_SHORT) {
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gi.WriteByte (MZ2_SEND_SHORT);
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gi.WriteShort (flashtype);
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gi.WriteByte (0);
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}
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else
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#endif
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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//
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// Monster utility functions
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//
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void M_FliesOff (edict_t *self)
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{
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self->s.effects &= ~EF_FLIES;
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self->s.sound = 0;
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}
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void M_FliesOn (edict_t *self)
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{
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if (self->waterlevel)
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return;
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self->s.effects |= EF_FLIES;
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self->s.sound = gi.soundindex ("infantry/inflies1.wav");
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self->think = M_FliesOff;
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self->nextthink = level.time + 60;
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}
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void M_FlyCheck (edict_t *self)
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{
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// Knightmare- keep running lava check
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self->postthink = deadmonster_think;
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if (self->monsterinfo.flies > 1.0)
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{
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// should ALREADY have flies
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self->think = M_FliesOff;
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self->nextthink = level.time + 60;
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return;
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}
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if (self->waterlevel)
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return;
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if (random() > self->monsterinfo.flies)
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return;
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if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
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return;
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self->think = M_FliesOn;
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self->nextthink = level.time + 5 + 10 * random();
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}
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void AttackFinished (edict_t *self, float time)
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{
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self->monsterinfo.attack_finished = level.time + time;
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}
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void M_CheckGround (edict_t *ent)
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{
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vec3_t point;
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trace_t trace;
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if (level.time < ent->gravity_debounce_time)
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return;
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if (ent->flags & (FL_SWIM|FL_FLY))
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return;
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if (ent->velocity[2] > 100)
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{
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ent->groundentity = NULL;
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return;
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}
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// if the hull point one-quarter unit down is solid the entity is on ground
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point[0] = ent->s.origin[0];
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point[1] = ent->s.origin[1];
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point[2] = ent->s.origin[2] - 0.25;
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID);
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// check steepness
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if ( trace.plane.normal[2] < 0.7 && !trace.startsolid)
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{
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ent->groundentity = NULL;
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return;
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}
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// Lazarus: The following 2 lines were in the original code and commented out
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// by id. However, the effect of this is that a player walking over
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// a dead monster who is laying on a brush model will cause the
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// dead monster to drop through the brush model. This change *may*
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// have other consequences, though, so watch out for this.
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ent->groundentity = trace.ent;
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ent->groundentity_linkcount = trace.ent->linkcount;
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// if (!trace.startsolid && !trace.allsolid)
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// VectorCopy (trace.endpos, ent->s.origin);
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if (!trace.startsolid && !trace.allsolid)
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{
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VectorCopy (trace.endpos, ent->s.origin);
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ent->groundentity = trace.ent;
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ent->groundentity_linkcount = trace.ent->linkcount;
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// mxd fix - setting ent->velocity[2] makes ents on fast ascending plats (speed >= 200) skip ahead
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ent->velocity[2] = 0; // Lazarus: what if the groundentity is moving?
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// ent->velocity[2] = trace.ent->velocity[2];
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}
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}
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void M_CatagorizePosition (edict_t *ent)
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{
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vec3_t point;
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int cont;
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//
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// get waterlevel
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//
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// Lazarus... more broken code because of origin being screwed up
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// point[0] = ent->s.origin[0];
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// point[1] = ent->s.origin[1];
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// point[2] = ent->s.origin[2] + ent->mins[2] + 1;
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point[0] = (ent->absmax[0] + ent->absmin[0])/2;
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point[1] = (ent->absmax[1] + ent->absmin[1])/2;
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point[2] = ent->absmin[2] + 2;
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cont = gi.pointcontents (point);
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if (!(cont & MASK_WATER))
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{
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ent->waterlevel = 0;
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ent->watertype = 0;
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return;
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}
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ent->watertype = cont;
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ent->waterlevel = 1;
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point[2] += 26;
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cont = gi.pointcontents (point);
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if (!(cont & MASK_WATER))
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return;
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ent->waterlevel = 2;
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point[2] += 22;
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cont = gi.pointcontents (point);
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if (cont & MASK_WATER)
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ent->waterlevel = 3;
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}
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void M_WorldEffects (edict_t *ent)
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{
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int dmg;
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if (ent->health > 0)
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{
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if (!(ent->flags & FL_SWIM))
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{
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if (ent->waterlevel < 3)
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{
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ent->air_finished = level.time + 12;
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}
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else if (ent->air_finished < level.time)
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{ // drown!
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if (ent->pain_debounce_time < level.time)
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{
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dmg = 2 + 2 * floor(level.time - ent->air_finished);
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if (dmg > 15)
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dmg = 15;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
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ent->pain_debounce_time = level.time + 1;
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}
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}
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}
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else
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{
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if (ent->waterlevel > 0)
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{
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ent->air_finished = level.time + 9;
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}
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else if (ent->air_finished < level.time)
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{ // suffocate!
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if (ent->pain_debounce_time < level.time)
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{
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dmg = 2 + 2 * floor(level.time - ent->air_finished);
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if (dmg > 15)
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dmg = 15;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
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ent->pain_debounce_time = level.time + 1;
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}
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}
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}
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}
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if (ent->waterlevel == 0)
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{
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if (ent->flags & FL_INWATER)
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{
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if (ent->watertype & CONTENTS_MUD)
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gi.sound (ent, CHAN_BODY, gi.soundindex("mud/mud_out1.wav"), 1, ATTN_NORM, 0);
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else
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0);
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ent->flags &= ~FL_INWATER;
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}
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return;
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}
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if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA))
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{
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if (ent->damage_debounce_time < level.time)
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{
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ent->damage_debounce_time = level.time + 0.2;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA);
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}
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}
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// slime doesn't damage dead monsters
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if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME) && !(ent->svflags & SVF_DEADMONSTER))
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{
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if (ent->damage_debounce_time < level.time)
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{
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ent->damage_debounce_time = level.time + 1;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME);
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}
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}
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if ( !(ent->flags & FL_INWATER) )
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{
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if (!(ent->svflags & SVF_DEADMONSTER))
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{
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if (ent->watertype & CONTENTS_LAVA)
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if (random() <= 0.5)
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava1.wav"), 1, ATTN_NORM, 0);
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else
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/lava2.wav"), 1, ATTN_NORM, 0);
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else if (ent->watertype & CONTENTS_SLIME)
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
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else if (ent->watertype & CONTENTS_MUD)
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gi.sound (ent, CHAN_BODY, gi.soundindex("mud/mud_in2.wav"), 1, ATTN_NORM, 0);
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else if (ent->watertype & CONTENTS_WATER)
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gi.sound (ent, CHAN_BODY, gi.soundindex("player/watr_in.wav"), 1, ATTN_NORM, 0);
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}
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ent->flags |= FL_INWATER;
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ent->old_watertype = ent->watertype;
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ent->damage_debounce_time = 0;
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}
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}
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void M_droptofloor (edict_t *ent)
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{
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vec3_t end;
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trace_t trace;
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ent->s.origin[2] += 1;
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VectorCopy (ent->s.origin, end);
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end[2] -= 256;
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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if (trace.fraction == 1 || trace.allsolid)
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return;
|
|
|
|
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
|
|
&& !((Q_stricmp(self->classname, "misc_insane") == 0) && (self->moreflags & FL2_CRUCIFIED)) ) // Knightmare- crucified insanes don't evade
|
|
Grenade_Evade (self);
|
|
|
|
move = self->monsterinfo.currentmove;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
|
|
if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe))
|
|
{
|
|
self->s.frame = self->monsterinfo.nextframe;
|
|
self->monsterinfo.nextframe = 0;
|
|
}
|
|
else
|
|
{
|
|
if (self->s.frame == move->lastframe)
|
|
{
|
|
if (move->endfunc)
|
|
{
|
|
move->endfunc (self);
|
|
|
|
// regrab move, endfunc is very likely to change it
|
|
move = self->monsterinfo.currentmove;
|
|
|
|
// check for death
|
|
if (self->svflags & SVF_DEADMONSTER)
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (self->s.frame < move->firstframe || self->s.frame > move->lastframe)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
self->s.frame = move->firstframe;
|
|
}
|
|
else
|
|
{
|
|
if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
|
|
{
|
|
self->s.frame++;
|
|
if (self->s.frame > move->lastframe)
|
|
self->s.frame = move->firstframe;
|
|
}
|
|
}
|
|
}
|
|
|
|
index = self->s.frame - move->firstframe;
|
|
if (move->frame[index].aifunc)
|
|
if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
|
|
move->frame[index].aifunc (self, move->frame[index].dist * self->monsterinfo.scale);
|
|
else
|
|
move->frame[index].aifunc (self, 0);
|
|
|
|
if (move->frame[index].thinkfunc)
|
|
move->frame[index].thinkfunc (self);
|
|
}
|
|
|
|
|
|
void monster_think (edict_t *self)
|
|
{
|
|
M_MoveFrame (self);
|
|
if (self->linkcount != self->monsterinfo.linkcount)
|
|
{
|
|
self->monsterinfo.linkcount = self->linkcount;
|
|
M_CheckGround (self);
|
|
}
|
|
M_CatagorizePosition (self);
|
|
M_WorldEffects (self);
|
|
M_SetEffects (self);
|
|
}
|
|
|
|
// Knightmare- for dead monsters to check
|
|
// if they've fallen into lava, etc.
|
|
void deadmonster_think (edict_t *self)
|
|
{
|
|
M_CatagorizePosition (self);
|
|
M_WorldEffects (self);
|
|
M_SetEffects (self);
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
monster_use
|
|
|
|
Using a monster makes it angry at the current activator
|
|
================
|
|
*/
|
|
void monster_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
if (self->enemy)
|
|
return;
|
|
if (self->health <= 0)
|
|
return;
|
|
if (activator->flags & FL_NOTARGET)
|
|
return;
|
|
if (!(activator->client) && !(activator->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
return;
|
|
if (activator->flags & FL_DISGUISED)
|
|
return;
|
|
|
|
// if monster is "used" by player, turn off good guy stuff
|
|
if (activator->client)
|
|
{
|
|
if (UseRegularGoodGuyFlag(self)) {
|
|
self->spawnflags &= ~SF_MONSTER_GOODGUY;
|
|
}
|
|
self->monsterinfo.aiflags &= ~(AI_GOOD_GUY + AI_FOLLOW_LEADER);
|
|
if (self->dmgteam && !Q_stricmp(self->dmgteam,"player"))
|
|
self->dmgteam = NULL;
|
|
}
|
|
|
|
// delay reaction so if the monster is teleported, its sound is still heard
|
|
self->enemy = activator;
|
|
FoundTarget (self);
|
|
}
|
|
|
|
|
|
void monster_start_go (edict_t *self);
|
|
|
|
|
|
void monster_triggered_spawn (edict_t *self)
|
|
{
|
|
self->s.origin[2] += 1;
|
|
KillBox (self);
|
|
|
|
self->solid = SOLID_BBOX;
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->svflags &= ~SVF_NOCLIENT;
|
|
self->air_finished = level.time + 12;
|
|
gi.linkentity (self);
|
|
|
|
monster_start_go (self);
|
|
|
|
if (self->enemy && !(self->spawnflags & SF_MONSTER_SIGHT) && !(self->enemy->flags & FL_NOTARGET))
|
|
{
|
|
if (!(self->enemy->flags & FL_DISGUISED))
|
|
FoundTarget (self);
|
|
else
|
|
self->enemy = NULL;
|
|
}
|
|
else
|
|
self->enemy = NULL;
|
|
}
|
|
|
|
void monster_triggered_spawn_use (edict_t *self, edict_t *other, edict_t *activator)
|
|
{
|
|
// we have a one frame delay here so we don't telefrag the guy who activated us
|
|
self->think = monster_triggered_spawn;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
// Knightmare- good guy monsters shouldn't have an enemy from this
|
|
if (activator->client && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
self->enemy = activator;
|
|
// Lazarus: Add 'em up
|
|
if (!(self->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
level.total_monsters++;
|
|
self->use = monster_use;
|
|
}
|
|
|
|
void monster_triggered_start (edict_t *self)
|
|
{
|
|
self->solid = SOLID_NOT;
|
|
self->movetype = MOVETYPE_NONE;
|
|
self->svflags |= SVF_NOCLIENT;
|
|
self->nextthink = 0;
|
|
self->use = monster_triggered_spawn_use;
|
|
// Lazarus
|
|
self->spawnflags &= ~SF_MONSTER_TRIGGER_SPAWN;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
monster_death_use
|
|
|
|
When a monster dies, it fires all of its targets with the current
|
|
enemy as activator.
|
|
================
|
|
*/
|
|
void monster_death_use (edict_t *self)
|
|
{
|
|
edict_t *player;
|
|
int i;
|
|
|
|
self->flags &= ~(FL_FLY|FL_SWIM);
|
|
self->monsterinfo.aiflags &= AI_GOOD_GUY;
|
|
|
|
// Lazarus: If actor/monster is being used as a camera by a player,
|
|
// turn camera off for that player
|
|
for (i=0,player=g_edicts+1; 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 ( UseRegularGoodGuyFlag(self) && (self->spawnflags & SF_MONSTER_GOODGUY) )
|
|
{
|
|
self->monsterinfo.aiflags |= AI_GOOD_GUY;
|
|
if (!self->dmgteam) {
|
|
self->dmgteam = gi.TagMalloc(8*sizeof(char), TAG_LEVEL);
|
|
// strncpy(self->dmgteam,"player");
|
|
Q_strncpyz(self->dmgteam, 8, "player");
|
|
}
|
|
}
|
|
|
|
// Lazarus: Max range for sight/attack
|
|
if (st.distance)
|
|
self->monsterinfo.max_range = max(500,st.distance);
|
|
else
|
|
self->monsterinfo.max_range = 1280; // Q2 default is 1000. We're mean.
|
|
|
|
// Lazarus: We keep SIGHT to mean what old AMBUSH does, and AMBUSH additionally
|
|
// now means don't play idle sounds
|
|
/* if ((self->spawnflags & MONSTER_SIGHT) && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
{
|
|
self->spawnflags &= ~MONSTER_SIGHT;
|
|
self->spawnflags |= MONSTER_AMBUSH;
|
|
} */
|
|
if ((self->spawnflags & SF_MONSTER_AMBUSH) && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
self->spawnflags |= SF_MONSTER_SIGHT;
|
|
|
|
// Lazarus: Don't add trigger spawned monsters until they are actually spawned
|
|
if (!(self->monsterinfo.aiflags & AI_GOOD_GUY) && !(self->spawnflags & SF_MONSTER_TRIGGER_SPAWN))
|
|
level.total_monsters++;
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->svflags |= SVF_MONSTER;
|
|
self->s.renderfx |= RF_FRAMELERP;
|
|
self->air_finished = level.time + 12;
|
|
self->use = monster_use;
|
|
// Lazarus - don't reset max_health unnecessarily
|
|
if (!self->max_health)
|
|
self->max_health = self->health;
|
|
if (self->health < (self->max_health / 2))
|
|
self->s.skinnum |= 1;
|
|
else
|
|
self->s.skinnum &= ~1;
|
|
self->clipmask = MASK_MONSTERSOLID;
|
|
|
|
if (self->s.skinnum < 1) // Knightmare added
|
|
self->s.skinnum = 0;
|
|
self->deadflag = DEAD_NO;
|
|
self->svflags &= ~SVF_DEADMONSTER;
|
|
|
|
if (self->monsterinfo.flies > 1.0)
|
|
{
|
|
self->s.effects |= EF_FLIES;
|
|
self->s.sound = gi.soundindex ("infantry/inflies1.wav");
|
|
}
|
|
|
|
// Lazarus
|
|
if (self->health <=0)
|
|
{
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->movetype = MOVETYPE_TOSS;
|
|
self->takedamage = DAMAGE_YES;
|
|
self->monsterinfo.pausetime = 100000000;
|
|
self->monsterinfo.aiflags &= ~AI_RESPAWN_FINDPLAYER;
|
|
if (self->max_health > 0)
|
|
{
|
|
// This must be a dead monster who changed levels
|
|
// via trigger_transition
|
|
self->nextthink = 0;
|
|
self->deadflag = DEAD_DEAD;
|
|
}
|
|
if (self->s.effects & EF_FLIES && self->monsterinfo.flies <= 1.0)
|
|
{
|
|
self->think = M_FliesOff;
|
|
self->nextthink = level.time + 1 + random()*60;
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// make sure red shell is turned off in case medic got confused:
|
|
self->monsterinfo.aiflags &= ~AI_RESURRECTING;
|
|
self->svflags &= ~SVF_DEADMONSTER;
|
|
self->takedamage = DAMAGE_AIM;
|
|
}
|
|
|
|
if (!self->monsterinfo.checkattack)
|
|
self->monsterinfo.checkattack = M_CheckAttack;
|
|
VectorCopy (self->s.origin, self->s.old_origin);
|
|
|
|
if (st.item)
|
|
{
|
|
self->item = FindItemByClassname (st.item);
|
|
if (!self->item)
|
|
gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
|
|
}
|
|
|
|
// randomize what frame they start on
|
|
// Lazarus: preserve frame if set for monsters changing levels
|
|
if (!self->s.frame)
|
|
{
|
|
if (self->monsterinfo.currentmove)
|
|
self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void monster_start_go (edict_t *self)
|
|
{
|
|
vec3_t v;
|
|
|
|
if (self->health <= 0)
|
|
{
|
|
if (self->max_health <= 0)
|
|
InitiallyDead(self);
|
|
return;
|
|
}
|
|
|
|
// Lazarus: move_origin for func_monitor
|
|
if (!VectorLength(self->move_origin))
|
|
VectorSet(self->move_origin,0,0,self->viewheight);
|
|
|
|
// check for target to point_combat and change to combattarget
|
|
if (self->target)
|
|
{
|
|
qboolean notcombat;
|
|
qboolean fixup;
|
|
edict_t *target;
|
|
|
|
target = NULL;
|
|
notcombat = false;
|
|
fixup = false;
|
|
while ((target = G_Find (target, FOFS(targetname), self->target)) != NULL)
|
|
{
|
|
if (strcmp(target->classname, "point_combat") == 0)
|
|
{
|
|
self->combattarget = self->target;
|
|
fixup = true;
|
|
}
|
|
else
|
|
{
|
|
notcombat = true;
|
|
}
|
|
}
|
|
if (notcombat && self->combattarget)
|
|
gi.dprintf("%s at %s has target with mixed types\n", self->classname, vtos(self->s.origin));
|
|
if (fixup)
|
|
self->target = NULL;
|
|
}
|
|
|
|
// validate combattarget
|
|
if (self->combattarget)
|
|
{
|
|
edict_t *target;
|
|
|
|
target = NULL;
|
|
while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL)
|
|
{
|
|
if (strcmp(target->classname, "point_combat") != 0)
|
|
{
|
|
gi.dprintf("%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n",
|
|
self->classname, (int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2],
|
|
self->combattarget, target->classname, (int)target->s.origin[0], (int)target->s.origin[1],
|
|
(int)target->s.origin[2]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (self->target)
|
|
{
|
|
self->goalentity = self->movetarget = G_PickTarget(self->target);
|
|
if (!self->movetarget)
|
|
{
|
|
gi.dprintf ("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
|
|
self->target = NULL;
|
|
self->monsterinfo.pausetime = 100000000;
|
|
self->monsterinfo.stand (self);
|
|
}
|
|
else if (strcmp (self->movetarget->classname, "path_corner") == 0)
|
|
{
|
|
// Lazarus: Don't wipe out target for trigger spawned monsters
|
|
// that aren't triggered yet
|
|
if ( ! (self->spawnflags & SF_MONSTER_TRIGGER_SPAWN) ) {
|
|
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
|
|
self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
|
|
self->monsterinfo.walk (self);
|
|
self->target = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->goalentity = self->movetarget = NULL;
|
|
self->monsterinfo.pausetime = 100000000;
|
|
self->monsterinfo.stand (self);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self->monsterinfo.pausetime = 100000000;
|
|
self->monsterinfo.stand (self);
|
|
}
|
|
|
|
self->think = monster_think;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
void walkmonster_start_go (edict_t *self)
|
|
{
|
|
if (!(self->spawnflags & SF_MONSTER_TRIGGER_SPAWN) && level.time < 1)
|
|
{
|
|
M_droptofloor (self);
|
|
|
|
if (self->groundentity)
|
|
if (!M_walkmove (self, 0, 0))
|
|
gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
|
|
}
|
|
|
|
if (!self->yaw_speed)
|
|
self->yaw_speed = 20;
|
|
self->viewheight = 25;
|
|
|
|
monster_start_go (self);
|
|
|
|
if (self->spawnflags & SF_MONSTER_TRIGGER_SPAWN)
|
|
monster_triggered_start (self);
|
|
|
|
}
|
|
|
|
void walkmonster_start (edict_t *self)
|
|
{
|
|
self->think = walkmonster_start_go;
|
|
monster_start (self);
|
|
}
|
|
|
|
|
|
void flymonster_start_go (edict_t *self)
|
|
{
|
|
if (!M_walkmove (self, 0, 0))
|
|
gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
|
|
|
|
if (!self->yaw_speed)
|
|
self->yaw_speed = 10;
|
|
self->viewheight = 25;
|
|
|
|
self->monsterinfo.flies = 0.0;
|
|
|
|
monster_start_go (self);
|
|
|
|
if (self->spawnflags & SF_MONSTER_TRIGGER_SPAWN)
|
|
monster_triggered_start (self);
|
|
}
|
|
|
|
|
|
void flymonster_start (edict_t *self)
|
|
{
|
|
self->flags |= FL_FLY;
|
|
self->think = flymonster_start_go;
|
|
monster_start (self);
|
|
}
|
|
|
|
|
|
void swimmonster_start_go (edict_t *self)
|
|
{
|
|
if (!self->yaw_speed)
|
|
self->yaw_speed = 10;
|
|
self->viewheight = 10;
|
|
|
|
monster_start_go (self);
|
|
|
|
if (self->spawnflags & SF_MONSTER_TRIGGER_SPAWN)
|
|
monster_triggered_start (self);
|
|
}
|
|
|
|
void swimmonster_start (edict_t *self)
|
|
{
|
|
self->flags |= FL_SWIM;
|
|
self->think = swimmonster_start_go;
|
|
monster_start (self);
|
|
}
|
|
|
|
|
|
//===============================================================
|
|
// Following functions unique to Lazarus
|
|
|
|
void InitiallyDead (edict_t *self)
|
|
{
|
|
int damage;
|
|
|
|
if (self->max_health > 0)
|
|
return;
|
|
|
|
// gi.dprintf("InitiallyDead on %s at %s\n",self->classname,vtos(self->s.origin));
|
|
|
|
// initially dead bad guys shouldn't count against totals
|
|
if ((self->max_health <= 0) && !(self->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
{
|
|
level.total_monsters--;
|
|
if (self->deadflag != DEAD_DEAD)
|
|
level.killed_monsters--;
|
|
}
|
|
if (self->deadflag != DEAD_DEAD)
|
|
{
|
|
damage = 1 - self->health;
|
|
self->health = 1;
|
|
T_Damage (self, world, world, vec3_origin, self->s.origin, vec3_origin, damage, 0, DAMAGE_NO_ARMOR, 0);
|
|
if (self->svflags & SVF_MONSTER)
|
|
{
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
self->think = monster_think;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
}
|
|
gi.linkentity(self);
|
|
}
|
|
|
|
#define MAX_SKINS 24 // max is 32, but we only need 24
|
|
#define MAX_SKINNAME 64
|
|
|
|
#include "pak.h"
|
|
|
|
int PatchMonsterModel (char *modelname)
|
|
{
|
|
cvar_t *gamedir;
|
|
int j;
|
|
int numskins; // number of skin entries
|
|
char skins[MAX_SKINS][MAX_SKINNAME]; // skin entries
|
|
char infilename[MAX_OSPATH];
|
|
char outfilename[MAX_OSPATH];
|
|
char tempname[MAX_OSPATH];
|
|
char *p;
|
|
FILE *infile;
|
|
FILE *outfile;
|
|
dmdl_t model; // model header
|
|
byte *data; // model data
|
|
int datasize; // model data size (bytes)
|
|
int newoffset; // model data offset (after skins)
|
|
qboolean is_tank=false;
|
|
qboolean is_soldier=false;
|
|
|
|
qboolean gamedirpakfile=false;
|
|
|
|
// get game (moddir) name
|
|
gamedir = gi.cvar("game", "", 0);
|
|
if (!*gamedir->string)
|
|
return 0; // we're in baseq2
|
|
|
|
// Com_sprintf (outfilename, sizeof(outfilename), "%s/%s", gamedir->string, modelname);
|
|
Com_sprintf (tempname, sizeof(tempname), modelname);
|
|
SavegameDirRelativePath (tempname, outfilename, sizeof(outfilename));
|
|
if (outfile = fopen (outfilename, "rb"))
|
|
{
|
|
// output file already exists, move along
|
|
fclose (outfile);
|
|
// gi.dprintf ("PatchMonsterModel: Could not save %s, file already exists\n", outfilename);
|
|
return 0;
|
|
}
|
|
|
|
numskins = 8;
|
|
// special cases
|
|
if (!strcmp(modelname,"models/monsters/tank/tris.md2"))
|
|
{
|
|
is_tank = true;
|
|
numskins = 16;
|
|
}
|
|
else if (!strcmp(modelname,"models/monsters/soldier/tris.md2"))
|
|
{
|
|
is_soldier = true;
|
|
numskins = 24;
|
|
}
|
|
|
|
for (j=0; j<numskins; j++)
|
|
{
|
|
memset (skins[j], 0, MAX_SKINNAME);
|
|
// strncpy( skins[j], modelname );
|
|
Q_strncpyz (skins[j], sizeof(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:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "skin_lt.pcx"); break;
|
|
case 1:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "skin_ltp.pcx"); break;
|
|
case 2:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "skin.pcx"); break;
|
|
case 3:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "pain.pcx"); break;
|
|
case 4:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "skin_ss.pcx"); break;
|
|
case 5:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "skin_ssp.pcx"); break;
|
|
case 6:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom1_lt.pcx"); break;
|
|
case 7:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain1_lt.pcx"); break;
|
|
case 8:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom1.pcx"); break;
|
|
case 9:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain1.pcx"); break;
|
|
case 10:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom1_ss.pcx"); break;
|
|
case 11:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain1_ss.pcx"); break;
|
|
case 12:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom2_lt.pcx"); break;
|
|
case 13:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain2_lt.pcx"); break;
|
|
case 14:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom2.pcx"); break;
|
|
case 15:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain2.pcx"); break;
|
|
case 16:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom2_ss.pcx"); break;
|
|
case 17:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain2_ss.pcx"); break;
|
|
case 18:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom3_lt.pcx"); break;
|
|
case 19:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain3_lt.pcx"); break;
|
|
case 20:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom3.pcx"); break;
|
|
case 21:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain3.pcx"); break;
|
|
case 22:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom3_ss.pcx"); break;
|
|
case 23:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain3_ss.pcx"); break;
|
|
}
|
|
}
|
|
else if (is_tank)
|
|
{
|
|
switch (j) {
|
|
case 0:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "skin.pcx"); break;
|
|
case 1:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "pain.pcx"); break;
|
|
case 2:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "../ctank/skin.pcx"); break;
|
|
case 3:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "../ctank/pain.pcx"); break;
|
|
case 4:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom1.pcx"); break;
|
|
case 5:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain1.pcx"); break;
|
|
case 6:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "../ctank/custom1.pcx"); break;
|
|
case 7:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "../ctank/custompain1.pcx"); break;
|
|
case 8:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom2.pcx"); break;
|
|
case 9:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain2.pcx"); break;
|
|
case 10:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "../ctank/custom2.pcx"); break;
|
|
case 11:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "../ctank/custompain2.pcx"); break;
|
|
case 12:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom3.pcx"); break;
|
|
case 13:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain3.pcx"); break;
|
|
case 14:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "../ctank/custom3.pcx"); break;
|
|
case 15:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "../ctank/custompain3.pcx"); break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (j) {
|
|
case 0:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "skin.pcx"); break;
|
|
case 1:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "pain.pcx"); break;
|
|
case 2:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom1.pcx"); break;
|
|
case 3:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain1.pcx"); break;
|
|
case 4:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom2.pcx"); break;
|
|
case 5:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain2.pcx"); break;
|
|
case 6:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custom3.pcx"); break;
|
|
case 7:
|
|
Q_strncatz (skins[j], sizeof(skins[j]), "custompain3.pcx"); break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// load original model
|
|
Com_sprintf (infilename, sizeof(infilename), "baseq2/%s", modelname);
|
|
|
|
// If file doesn't exist on user's hard disk, it must be in
|
|
// a pak file
|
|
if ( !(infile = fopen (infilename, "rb")) )
|
|
{
|
|
pak_header_t pakheader;
|
|
pak_item_t pakitem;
|
|
FILE *fpak;
|
|
int i, k, numitems;
|
|
char pakfile[MAX_OSPATH];
|
|
|
|
// Knightmare- look in all pak files in baseq2
|
|
for (i=0; i<10; i++)
|
|
{
|
|
Com_sprintf (pakfile, sizeof(pakfile), "baseq2/pak%i.pak", i);
|
|
// fpak = fopen("baseq2/pak0.pak","rb");
|
|
fpak = fopen(pakfile, "rb");
|
|
if (!fpak)
|
|
{
|
|
cvar_t *cddir;
|
|
char pakfile[MAX_OSPATH];
|
|
|
|
cddir = gi.cvar("cddir", "", 0);
|
|
Com_sprintf (pakfile, sizeof(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 (!Q_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) // we found it, so stop searching
|
|
break;
|
|
}
|
|
if (!data) // if not in baseq2 pak file, check pakfiles in current gamedir
|
|
{
|
|
char pakname[MAX_OSPATH];
|
|
|
|
// check all pakfiles in current gamedir
|
|
for (i=0; i<10; i++)
|
|
{
|
|
Com_sprintf (pakname, sizeof(pakname), "pak%i.pak", i);
|
|
GameDirRelativePath (pakname, pakfile, sizeof(pakfile));
|
|
fpak = fopen(pakfile,"rb");
|
|
if (!fpak) // this pak not found, go on to next
|
|
continue;
|
|
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 (!Q_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) // we found it, so stop searching
|
|
{
|
|
gamedirpakfile = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
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
|
|
/* Com_sprintf (outfilename, sizeof(outfilename), "%s/models", gamedir->string); // make some dirs if needed
|
|
_mkdir (outfilename);
|
|
Q_strncatz (outfilename, sizeof(outfilename), "/monsters");
|
|
_mkdir (outfilename);
|
|
Com_sprintf (outfilename, sizeof(outfilename), "%s/%s", gamedir->string, modelname);
|
|
p = strstr(outfilename,"/tris.md2");
|
|
*p = 0;
|
|
_mkdir (outfilename);
|
|
Com_sprintf (outfilename, sizeof(outfilename), "%s/%s", gamedir->string, modelname);
|
|
*/
|
|
Com_sprintf (tempname, sizeof(tempname), modelname);
|
|
SavegameDirRelativePath (tempname, outfilename, sizeof(outfilename));
|
|
CreatePath (outfilename);
|
|
|
|
if ( !(outfile = fopen (outfilename, "wb")) )
|
|
{
|
|
// file couldn't be created for some other reason
|
|
gi.dprintf ("PatchMonsterModel: Could not save %s\n", outfilename);
|
|
free (data);
|
|
return 0;
|
|
}
|
|
|
|
fwrite (&model, sizeof (dmdl_t), 1, outfile);
|
|
fwrite (skins, sizeof (char), newoffset, outfile);
|
|
fwrite (data, sizeof (byte), datasize, outfile);
|
|
|
|
fclose (outfile);
|
|
gi.dprintf ("PatchMonsterModel: Saved %s\n", outfilename);
|
|
free (data);
|
|
return 1;
|
|
}
|
|
|
|
|
|
void HintTestNext (edict_t *self, edict_t *hint)
|
|
{
|
|
edict_t *next=NULL;
|
|
edict_t *e;
|
|
vec3_t dir;
|
|
|
|
self->monsterinfo.aiflags &= ~AI_HINT_TEST;
|
|
if (self->goalentity == hint)
|
|
self->goalentity = NULL;
|
|
if (self->movetarget == hint)
|
|
self->movetarget = NULL;
|
|
if (self->monsterinfo.pathdir == 1)
|
|
{
|
|
if (hint->hint_chain)
|
|
next = hint->hint_chain;
|
|
else
|
|
self->monsterinfo.pathdir = -1;
|
|
}
|
|
if (self->monsterinfo.pathdir == -1)
|
|
{
|
|
e = hint_chain_starts[hint->hint_chain_id];
|
|
while (e)
|
|
{
|
|
if (e->hint_chain == hint)
|
|
{
|
|
next = e;
|
|
break;
|
|
}
|
|
e = e->hint_chain;
|
|
}
|
|
}
|
|
if (!next)
|
|
{
|
|
self->monsterinfo.pathdir = 1;
|
|
next = hint->hint_chain;
|
|
}
|
|
if (next)
|
|
{
|
|
self->hint_chain_id = next->hint_chain_id;
|
|
VectorSubtract (next->s.origin, self->s.origin, dir);
|
|
self->ideal_yaw = vectoyaw(dir);
|
|
self->goalentity = self->movetarget = next;
|
|
self->monsterinfo.pausetime = 0;
|
|
self->monsterinfo.aiflags = AI_HINT_TEST;
|
|
// run for it
|
|
self->monsterinfo.run (self);
|
|
gi.dprintf("%s (%s): Reached hint_path %s,\nsearching for hint_path %s at %s. %s\n",
|
|
self->classname, (self->targetname ? self->targetname : "<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;
|
|
}
|