mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
315 lines
8.1 KiB
C
315 lines
8.1 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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qboolean has_valid_enemy (edict_t *self);
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void HuntTarget (edict_t *self);
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edict_t *SpawnThing()
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{
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edict_t *thing;
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thing = G_Spawn();
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thing->classname = gi.TagMalloc(6,TAG_LEVEL);
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// strncpy(thing->classname,"thing");
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Q_strncpyz(thing->classname,"thing", 6);
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return thing;
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}
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void thing_restore_leader (edict_t *self)
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{
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edict_t *monster;
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monster = self->target_ent;
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if(!monster || !monster->inuse)
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{
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G_FreeEdict(self);
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return;
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}
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if(monster->monsterinfo.old_leader && monster->monsterinfo.old_leader->inuse)
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{
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if(VectorCompare(monster->monsterinfo.old_leader->s.origin,self->move_origin))
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{
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self->nextthink = level.time + 0.5;
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return;
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}
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monster->monsterinfo.leader = monster->monsterinfo.old_leader;
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monster->monsterinfo.old_leader = NULL;
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monster->movetarget = monster->goalentity = monster->monsterinfo.leader;
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}
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else
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{
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monster->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER;
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}
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monster->vehicle = NULL;
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monster->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_SEEK_COVER | AI_EVADE_GRENADE);
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gi.linkentity(monster);
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G_FreeEdict(self);
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}
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void thing_think (edict_t *self)
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{
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vec3_t vec;
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vec_t dist;
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edict_t *monster;
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monster = self->target_ent;
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if(level.time <= self->touch_debounce_time)
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{
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if(monster && monster->inuse)
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{
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if(monster->movetarget == self)
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{
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if(monster->health > 0)
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{
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VectorSubtract(monster->s.origin,self->s.origin,vec);
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vec[2] = 0;
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dist = VectorLength(vec);
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if(dist >= monster->size[0])
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{
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self->nextthink = level.time + FRAMETIME;
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return;
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}
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}
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}
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}
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}
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if(!monster || !monster->inuse || (monster->health <= 0))
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{
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G_FreeEdict(self);
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return;
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}
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if(monster->goalentity == self)
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monster->goalentity = NULL;
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if(monster->movetarget == self)
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monster->movetarget = NULL;
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if(monster->monsterinfo.aiflags & AI_FOLLOW_LEADER)
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{
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monster->monsterinfo.leader = NULL;
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if(monster->monsterinfo.old_leader && monster->monsterinfo.old_leader->inuse)
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{
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monster->monsterinfo.pausetime = level.time + 2;
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monster->monsterinfo.stand(monster);
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VectorCopy(monster->monsterinfo.old_leader->s.origin,self->move_origin);
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self->nextthink = level.time + 2;
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self->think = thing_restore_leader;
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gi.linkentity(monster);
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return;
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}
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else
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{
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monster->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER;
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}
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}
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if(monster->monsterinfo.aiflags & AI_CHICKEN)
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{
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monster->monsterinfo.stand(monster);
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monster->monsterinfo.aiflags |= AI_STAND_GROUND;
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monster->monsterinfo.pausetime = level.time + 100000;
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}
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monster->vehicle = NULL;
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monster->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_SEEK_COVER | AI_EVADE_GRENADE);
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G_FreeEdict(self);
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if (has_valid_enemy(monster))
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{
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monster->monsterinfo.pausetime = 0;
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monster->monsterinfo.aiflags &= ~(AI_STAND_GROUND | AI_TEMP_STAND_GROUND);
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monster->goalentity = monster->enemy;
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if (visible(monster, monster->enemy))
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{
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FoundTarget (monster);
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return;
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}
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HuntTarget (monster);
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return;
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}
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monster->enemy = NULL;
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monster->monsterinfo.pausetime = level.time + 100000000;
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monster->monsterinfo.stand (monster);
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}
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void thing_think_pause(edict_t *self)
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{
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edict_t *monster;
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if(level.time > self->touch_debounce_time)
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{
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thing_think(self);
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return;
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}
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monster = self->target_ent;
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if(!monster || !monster->inuse)
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{
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G_FreeEdict(self);
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return;
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}
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if(has_valid_enemy(monster))
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{
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vec3_t dir;
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vec3_t angles;
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if(visible(monster->enemy,monster))
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{
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self->touch_debounce_time = 0;
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thing_think(self);
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return;
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}
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VectorSubtract(monster->enemy->s.origin,monster->s.origin,dir);
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VectorNormalize(dir);
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vectoangles(dir,angles);
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monster->ideal_yaw = angles[YAW];
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M_ChangeYaw(monster);
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}
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self->nextthink = level.time + FRAMETIME;
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}
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void thing_grenade_boom (edict_t *self)
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{
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edict_t *monster;
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monster = self->target_ent;
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G_FreeEdict(self);
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if(!monster || !monster->inuse || (monster->health <= 0))
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return;
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monster->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE | AI_STAND_GROUND);
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monster->monsterinfo.pausetime = 0;
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if(monster->enemy)
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monster->monsterinfo.run(monster);
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}
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void thing_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if(self->target_ent != other)
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return;
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if(other->health <= 0)
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{
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G_FreeEdict(self);
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return;
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}
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self->touch = NULL;
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if( self->target_ent->monsterinfo.aiflags & AI_SEEK_COVER )
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{
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edict_t *monster;
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// For monster/actor seeking cover after firing,
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// pause a random bit before resuming attack
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self->touch_debounce_time = level.time + random()*6.;
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monster = self->target_ent;
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monster->monsterinfo.stand(monster);
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monster->monsterinfo.pausetime = self->touch_debounce_time;
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self->think = thing_think_pause;
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self->think(self);
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return;
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}
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if( self->target_ent->monsterinfo.aiflags & AI_EVADE_GRENADE )
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{
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edict_t *grenade = other->next_grenade;
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if(other->goalentity == self)
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other->goalentity = NULL;
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if(other->movetarget == self)
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other->movetarget = NULL;
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other->vehicle = NULL;
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if(grenade)
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{
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// make sure this is still a grenade
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if(grenade->inuse)
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{
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if(Q_stricmp(grenade->classname,"grenade") && Q_stricmp(grenade->classname,"hgrenade"))
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other->next_grenade = grenade = NULL;
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}
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else
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other->next_grenade = grenade = NULL;
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}
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if(grenade)
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{
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if(self->touch_debounce_time > level.time)
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{
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other->monsterinfo.pausetime = self->touch_debounce_time + 0.1;
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other->monsterinfo.aiflags |= AI_STAND_GROUND;
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other->monsterinfo.stand(other);
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}
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else
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other->monsterinfo.pausetime = 0;
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other->enemy = grenade->owner;
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if (has_valid_enemy(other))
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{
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other->goalentity = other->enemy;
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if (visible(other, other->enemy))
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FoundTarget (other);
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else
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HuntTarget (other);
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}
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else
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{
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other->enemy = NULL;
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other->monsterinfo.stand (other);
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}
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if(other->monsterinfo.pausetime > 0)
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{
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self->think = thing_grenade_boom;
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self->nextthink = other->monsterinfo.pausetime;
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return;
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}
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other->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE);
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}
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else if (has_valid_enemy(other))
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{
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other->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE);
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other->goalentity = other->enemy;
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if (visible(other, other->enemy))
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FoundTarget (other);
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else
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HuntTarget (other);
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}
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else
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{
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other->enemy = NULL;
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other->monsterinfo.pausetime = level.time + 100000000;
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other->monsterinfo.aiflags &= ~(AI_CHASE_THING | AI_EVADE_GRENADE);
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other->monsterinfo.stand (other);
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}
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G_FreeEdict(self);
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return;
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}
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self->touch_debounce_time = 0;
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thing_think(self);
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}
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void SP_thing (edict_t *self)
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{
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self->solid = SOLID_TRIGGER;
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VectorSet(self->mins,-4,-4,-4);
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VectorSet(self->maxs, 4, 4, 4);
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self->movetype = MOVETYPE_NONE;
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self->monsterinfo.aiflags |= AI_GOOD_GUY;
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self->svflags |= SVF_MONSTER;
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self->health = 1000;
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self->takedamage = DAMAGE_NO;
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if(developer->value) {
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gi.setmodel (self, "models/items/c_head/tris.md2");
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self->s.effects |= EF_BLASTER;
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}
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self->touch = thing_touch;
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self->think = thing_think;
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self->nextthink = level.time + 2;
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gi.linkentity(self);
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}
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