thirtyflightsofloving/game/g_monster.c
Knightmare66 5d252f3bbc Added changable railgun weapon skin based on sk_railgun_skin cvar to change railgun skin to default Lazarus, missionpack, and Zaero DLLs.
Added sk_rail_color_red, sk_rail_color_green, and sk_rail_color_blue cvars to change rail trail color when cvar sk_rail_color is set to 2 in default Lazarus, missionpack, and Zaero DLLs.
Added ctf_railcolors cvar to default Lazarus DLL.
2021-10-16 23:19:27 -04:00

1533 lines
40 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Lazarus Quake 2 Mod source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
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);
#ifdef KMQUAKE2_ENGINE_MOD
if (flashtype >= MZ2_SEND_SHORT) {
gi.WriteByte (MZ2_SEND_SHORT);
gi.WriteShort (flashtype);
gi.WriteByte (0);
}
else
#endif
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);
#ifdef KMQUAKE2_ENGINE_MOD
if (flashtype >= MZ2_SEND_SHORT) {
gi.WriteByte (MZ2_SEND_SHORT);
gi.WriteShort (flashtype);
gi.WriteByte (0);
}
else
#endif
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);
#ifdef KMQUAKE2_ENGINE_MOD
if (flashtype >= MZ2_SEND_SHORT) {
gi.WriteByte (MZ2_SEND_SHORT);
gi.WriteShort (flashtype);
gi.WriteByte (color - 1); // orange = 0, green = 1, blue = 2, red = 3
}
else
#endif
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, qboolean contact)
{
fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40, contact);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
#ifdef KMQUAKE2_ENGINE_MOD
if (flashtype >= MZ2_SEND_SHORT) {
gi.WriteByte (MZ2_SEND_SHORT);
gi.WriteShort (flashtype);
gi.WriteByte (0);
}
else
#endif
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);
#ifdef KMQUAKE2_ENGINE_MOD
if (flashtype >= MZ2_SEND_SHORT) {
gi.WriteByte (MZ2_SEND_SHORT);
gi.WriteShort (flashtype);
gi.WriteByte (0);
}
else
#endif
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, false, 0, 0, 0);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
#ifdef KMQUAKE2_ENGINE_MOD
if (flashtype >= MZ2_SEND_SHORT) {
gi.WriteByte (MZ2_SEND_SHORT);
gi.WriteShort (flashtype);
gi.WriteByte (0);
}
else
#endif
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);
#ifdef KMQUAKE2_ENGINE_MOD
if (flashtype >= MZ2_SEND_SHORT) {
gi.WriteByte (MZ2_SEND_SHORT);
gi.WriteShort (flashtype);
gi.WriteByte (0);
}
else
#endif
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;
// mxd fix - setting ent->velocity[2] makes ents on fast ascending plats (speed >= 200) skip ahead
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
&& !((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;
}