mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-14 16:40:57 +00:00
5d252f3bbc
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.
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, false, 0, 0, 0);
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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)
|
|
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;
|
|
}
|