thirtyflightsofloving/game/m_medic.c
Knightmare66 8401c475f6 Improved Tactician Gunner's prox mine aiming in missionpack DLL.
Added powerarmortype field to default Lazaus DLL.  This changes the savegame version.
Added support for blood_type value of 4 to default Lazaurus, missionpack, and Zaero DLLs.
Added support for Lazarus initially dead monsters (health < 0) to missionpack DLL.
Added support for Lazarus monsterjump cvar (berserk, gunner, infantry, mutant, parasite) to missionpack DLL.
Cleaned up surface rendering code from mpolyvertex_t refactoring.
2021-07-31 02:07:06 -04:00

1328 lines
33 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
===========================================================================
*/
/*
==============================================================================
MEDIC
==============================================================================
*/
#include "g_local.h"
#include "m_medic.h"
qboolean visible (edict_t *self, edict_t *other);
int medic_test=0;
static int sound_idle1;
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_sight;
static int sound_search;
static int sound_hook_launch;
static int sound_hook_hit;
static int sound_hook_heal;
static int sound_hook_retract;
void M_SetEffects (edict_t *ent);
void medic_deadmonster_think (edict_t *self)
{
// Lazarus. This turns off the "owner" value of a dead monster
// that medic previously aborted on after 2 seconds. If the delay
// was NOT used, medic might just rotate around on top of monster
// continuously trying to revive him unsuccessfully. And if owner
// isn't turned off, medic would never try to revive the monster
// once an abortHeal was called.
if (self->target_ent && self->target_ent->inuse)
{
edict_t *deadmonster = self->target_ent;
if (deadmonster->monsterinfo.healer)
{
edict_t *medic = deadmonster->monsterinfo.healer;
if (medic->inuse)
{
vec3_t dir;
VectorSubtract(medic->s.origin,deadmonster->s.origin,dir);
if (VectorLength(dir) < 64)
{
self->nextthink = level.time + 1.0;
return;
}
}
else
deadmonster->monsterinfo.healer = NULL;
}
deadmonster->owner = NULL;
}
G_FreeEdict(self);
}
void cleanupHeal (edict_t *self, qboolean change_frame)
{
// clean up target, if we have one and it's legit
if (self->enemy && self->enemy->inuse)
{
edict_t *temp; // Lazarus
//self->enemy->monsterinfo.healer = NULL;
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
self->enemy->takedamage = DAMAGE_AIM;
// Lazarus
temp = G_Spawn();
temp->svflags = SVF_NOCLIENT;
temp->target_ent = self->enemy;
temp->think = medic_deadmonster_think;
temp->nextthink = level.time + 2.0;
gi.linkentity(temp);
M_SetEffects (self->enemy);
}
if (change_frame)
self->monsterinfo.nextframe = FRAME_attack52;
}
void DeleteBadMedic(edict_t *self)
{
edict_t *monster;
monster = self->activator;
if (monster)
{
if (self->monsterinfo.badMedic1)
monster->monsterinfo.badMedic1 = NULL;
if (self->monsterinfo.badMedic2)
monster->monsterinfo.badMedic2 = NULL;
}
G_FreeEdict(self);
}
void abortHeal (edict_t *self, qboolean mark)
{
edict_t *temp;
// clean up target
cleanupHeal (self, true);
if ((mark) && (self->enemy) && (self->enemy->inuse))
{
if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse)
&& (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)) )
self->enemy->monsterinfo.badMedic2 = self;
else
self->enemy->monsterinfo.badMedic1 = self;
temp = G_Spawn();
temp->activator = self->enemy;
if (self == self->enemy->monsterinfo.badMedic1)
temp->monsterinfo.badMedic1 = self;
else
temp->monsterinfo.badMedic2 = self;
temp->think = DeleteBadMedic;
temp->nextthink = level.time + 60;
}
// clean up self
self->monsterinfo.aiflags &= ~AI_MEDIC;
if ((self->oldenemy) && (self->oldenemy->inuse))
self->enemy = self->oldenemy;
else
self->enemy = NULL;
self->monsterinfo.medicTries = 0;
}
// Lazarus: embedded returns true if argument entity's bounding box intersects
// a solid.
qboolean embedded (edict_t *ent)
{
trace_t tr;
tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,ent->s.origin,ent,MASK_MONSTERSOLID);
if (tr.startsolid)
return true;
else
return false;
}
edict_t *medic_FindDeadMonster (edict_t *self)
{
edict_t *ent = NULL;
edict_t *best = NULL;
while ((ent = findradius(ent, self->s.origin, 1024)) != NULL)
{
if (ent == self)
continue;
if (!(ent->svflags & SVF_MONSTER))
continue;
if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
continue;
if (ent->owner)
continue;
if (ent->health > 0)
continue;
if (ent->nextthink && (ent->think != M_FliesOff) && (ent->think != M_FliesOn))
continue;
// check to make sure we haven't bailed on this guy already
if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self))
continue;
if (!visible(self, ent))
continue;
if (embedded(ent))
continue;
if (!canReach(self,ent))
continue;
if (!best)
{
best = ent;
continue;
}
if (ent->max_health <= best->max_health)
continue;
best = ent;
}
if (best)
{
self->oldenemy = self->enemy;
self->enemy = best;
self->enemy->owner = best;
self->monsterinfo.aiflags |= AI_MEDIC;
self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL;
self->monsterinfo.medicTries = 0;
self->movetarget = self->goalentity = NULL;
self->enemy->monsterinfo.healer = self;
self->timestamp = level.time + MEDIC_TRY_TIME;
FoundTarget (self);
if (developer->value)
gi.dprintf("medic found dead monster: %s at %s\n",
best->classname,vtos(best->s.origin));
}
return best;
}
void medic_StopPatrolling (edict_t *self)
{
self->goalentity = NULL;
self->movetarget = NULL;
self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL;
if (!(self->monsterinfo.aiflags & AI_MEDIC))
{
if (medic_FindDeadMonster(self))
return;
}
if (has_valid_enemy(self))
{
if (visible(self, self->enemy))
{
FoundTarget (self);
return;
}
HuntTarget (self);
return;
}
if (self->monsterinfo.aiflags & AI_MEDIC)
abortHeal(self,false);
}
void medic_NextPatrolPoint (edict_t *self, edict_t *hint)
{
edict_t *next=NULL;
edict_t *e;
vec3_t dir;
qboolean switch_paths=false;
self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL;
// if (self->monsterinfo.aiflags & AI_MEDIC)
// return;
if (self->goalentity == hint)
self->goalentity = NULL;
if (self->movetarget == hint)
self->movetarget = NULL;
if (!(self->monsterinfo.aiflags & AI_MEDIC))
{
if (medic_FindDeadMonster(self))
return;
}
if (self->monsterinfo.pathdir == 1)
{
if (hint->hint_chain)
next = hint->hint_chain;
else
{
self->monsterinfo.pathdir = -1;
switch_paths = true;
}
}
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;
switch_paths = true;
}
// If switch_paths is true, we reached the end of a hint_chain. Just for grins,
// search for *another* visible hint_path chain and use it if it's reasonably close
if (switch_paths && hint_chain_count > 1)
{
edict_t *e;
edict_t *alternate=NULL;
float dist;
vec3_t dir;
int i;
float bestdistance=512;
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 (next && (e->hint_chain_id == next->hint_chain_id))
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)
{
alternate = e;
bestdistance = dist;
}
}
if (alternate)
next = alternate;
}
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_MEDIC_PATROL;
self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
// run for it
self->monsterinfo.run (self);
}
else
{
self->monsterinfo.pausetime = level.time + 100000000;
self->monsterinfo.stand (self);
}
}
void medic_idle (edict_t *self)
{
if (!(self->spawnflags & SF_MONSTER_AMBUSH))
gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
if (self->monsterinfo.aiflags & AI_MEDIC)
{
// Then we must have reached this point after losing sight
// of our patient.
abortHeal(self,false);
}
if (medic_FindDeadMonster(self))
return;
// If the map has hint_paths, AND the medic isn't at a HOLD point_combat,
// AND the medic has previously called FoundTarget (trail_time set to
// level.time), then look for hint_path chain and follow it, hopefully
// to find monsters to resurrect
if (self->monsterinfo.aiflags & AI_HINT_TEST)
return;
if (hint_chains_exist && !(self->monsterinfo.aiflags & AI_STAND_GROUND)
&& ((self->monsterinfo.trail_time > 0) || medic_test) )
{
edict_t *e;
edict_t *hint=NULL;
float dist;
vec3_t dir;
int i;
float bestdistance=99999;
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->goalentity = self->movetarget = hint;
self->monsterinfo.pausetime = 0;
self->monsterinfo.aiflags |= AI_MEDIC_PATROL;
self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
// run for it
self->monsterinfo.run (self);
}
}
}
void medic_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
if (!self->oldenemy)
medic_FindDeadMonster(self);
}
void medic_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
mframe_t medic_frames_stand [] =
{
ai_stand, 0, medic_idle,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
};
mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
void medic_stand (edict_t *self)
{
self->monsterinfo.currentmove = &medic_move_stand;
}
mframe_t medic_frames_walk [] =
{
ai_walk, 6.2, NULL,
ai_walk, 18.1, NULL,
ai_walk, 1, NULL,
ai_walk, 9, NULL,
ai_walk, 10, NULL,
ai_walk, 9, NULL,
ai_walk, 11, NULL,
ai_walk, 11.6, NULL,
ai_walk, 2, NULL,
ai_walk, 9.9, NULL,
ai_walk, 14, NULL,
ai_walk, 9.3, NULL
};
mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
void medic_walk (edict_t *self)
{
self->monsterinfo.currentmove = &medic_move_walk;
}
mframe_t medic_frames_run [] =
{
ai_run, 18, NULL,
ai_run, 22.5, NULL,
ai_run, 25.4, NULL,
ai_run, 23.4, NULL,
ai_run, 24, NULL,
ai_run, 35.6, NULL
};
mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
void medic_run (edict_t *self)
{
if (!(self->monsterinfo.aiflags & AI_MEDIC))
{
if (medic_FindDeadMonster(self))
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &medic_move_stand;
else
self->monsterinfo.currentmove = &medic_move_run;
}
mframe_t medic_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
mframe_t medic_frames_pain2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
void medic_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
self->s.skinnum |= 1;
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
if (skill->value == 3)
return; // no pain anims in nightmare
if (random() < 0.5)
{
self->monsterinfo.currentmove = &medic_move_pain1;
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
}
else
{
self->monsterinfo.currentmove = &medic_move_pain2;
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
}
void medic_fire_blaster (edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
int effect;
if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
effect = EF_BLASTER;
else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28))
effect = EF_HYPERBLASTER;
else
effect = 0;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start);
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
// Lazarus fog reduction of accuracy
if (self->monsterinfo.visibility < FOG_CANSEEGOOD)
{
end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
VectorSubtract (end, start, dir);
monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect, BLASTER_ORANGE);
}
void medic_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
M_FlyCheck (self);
// Lazarus monster fade
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
{
self->think=FadeDieSink;
self->nextthink=level.time+corpse_fadetime->value;
}
}
mframe_t medic_frames_death [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
// if we had a pending patient, free him up for another medic
if ((self->enemy) && (self->enemy->owner == self))
self->enemy->owner = NULL;
// check for gib
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC);
for (n = 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/tris.md2", 0, 0, damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->s.skinnum |= 1;
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &medic_move_death;
}
void medic_duck_down (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_DUCKED)
return;
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
self->monsterinfo.pausetime = level.time + 1;
gi.linkentity (self);
}
void medic_duck_hold (edict_t *self)
{
if (level.time >= self->monsterinfo.pausetime)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
void medic_duck_up (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity (self);
}
mframe_t medic_frames_duck [] =
{
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, medic_duck_down,
ai_move, -1, medic_duck_hold,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, medic_duck_up,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL
};
mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};
void medic_dodge (edict_t *self, edict_t *attacker, float eta)
{
if (random() > 0.25)
return;
if (!self->enemy)
self->enemy = attacker;
self->monsterinfo.currentmove = &medic_move_duck;
}
mframe_t medic_frames_attackHyperBlaster [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster
};
mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
void medic_continue (edict_t *self)
{
if (visible (self, self->enemy) )
if (random() <= 0.95)
self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
}
mframe_t medic_frames_attackBlaster [] =
{
ai_charge, 0, NULL,
ai_charge, 5, NULL,
ai_charge, 5, NULL,
ai_charge, 3, NULL,
ai_charge, 2, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, NULL,
ai_charge, 0, medic_continue // Change to medic_continue... Else, go to frame 32
};
mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};
void medic_hook_launch (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
}
void ED_CallSpawn (edict_t *ent);
static vec3_t medic_cable_offsets[] =
{
45.0, -9.2, 15.5,
48.4, -9.7, 15.2,
47.8, -9.8, 15.8,
47.3, -9.3, 14.3,
45.4, -10.1, 13.1,
41.9, -12.7, 12.0,
37.8, -15.8, 11.2,
34.3, -18.4, 10.7,
32.7, -19.7, 10.4,
32.7, -19.7, 10.4
};
void medic_cable_attack (edict_t *self)
{
vec3_t offset, start, end, f, r;
trace_t tr;
vec3_t dir;
float distance;
if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->svflags & SVF_GIB))
{
//gi.dprintf ("medic_cable_attack: aborting heal due to target being removed or gibbed\n");
abortHeal (self,false);
return;
}
//Knightmare- don't heal insanes or actors or critters
if (!strcmp (self->enemy->classname, "misc_insane") || !strcmp (self->enemy->classname, "misc_actor")
|| !strcmp (self->enemy->classname, "monster_mutant") || !strcmp (self->enemy->classname, "monster_flipper"))
{
//gi.dprintf ("medic_cable_attack: not healing insane or actor or critter\n");
abortHeal (self, true);
return;
}
// Lazarus: check embeddment
if (embedded(self->enemy))
{
//gi.dprintf ("medic_cable_attack: dead monster embedded in solid, aborting heal\n");
abortHeal (self,false);
return;
}
// see if our enemy has changed to a client, or our target has more than 0 health,
// abort it .. we got switched to someone else due to damage
if ((self->enemy->client) || (self->enemy->health > 0))
{
//gi.dprintf ("medic_cable_attack: aborting heal due to target health > 0 or client\n");
abortHeal (self,false);
return;
}
AngleVectors (self->s.angles, f, r, NULL);
VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
G_ProjectSource (self->s.origin, offset, f, r, start);
// check for max distance
// Lazarus: Not needed, done in checkattack
// check for min distance
VectorSubtract (self->enemy->s.origin, start, dir);
distance = VectorLength(dir);
if (distance < MEDIC_MIN_DISTANCE)
{
//gi.dprintf("medic_cable_attack: MEDIC_MIN_DISTANCE\n");
abortHeal (self,false);
return;
}
// Lazarus: Check for enemy behind muzzle... don't do these guys, 'cause usually this
// results in monster entanglement
VectorNormalize(dir);
if (DotProduct(dir,f) < 0.)
{
//gi.dprintf ("medic_cable_attack: aborting heal due to possible entanglment\n");
abortHeal (self,false);
return;
}
// check for min/max pitch
// Rogue takes this out... makes medic more likely to heal and
// comments say "doesn't look bad when it fails"... we'll see
/* vectoangles (dir, angles);
if (angles[0] < -180)
angles[0] += 360;
if (fabs(angles[0]) > 45)
return; */
tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT);
if (tr.fraction != 1.0 && tr.ent != self->enemy)
{
if (tr.ent == world)
{
// give up on second try
if (self->monsterinfo.medicTries > 1)
{
abortHeal (self,true);
return;
}
self->monsterinfo.medicTries++;
cleanupHeal (self, 1);
return;
}
abortHeal (self,false);
return;
}
if (self->s.frame == FRAME_attack43)
{
gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
M_SetEffects(self->enemy);
}
else if (self->s.frame == FRAME_attack50)
{
self->enemy->spawnflags &= SF_MONSTER_NOGIB;
self->enemy->monsterinfo.aiflags = 0;
self->enemy->target = NULL;
self->enemy->targetname = NULL;
self->enemy->combattarget = NULL;
self->enemy->deathtarget = NULL;
self->enemy->owner = self;
// Lazarus: reset initially dead monsters to use the INVERSE of their
// initial health, and force gib_health to default value
if (self->enemy->max_health < 0)
{
self->enemy->max_health = -self->enemy->max_health;
self->enemy->gib_health = 0;
}
self->enemy->health = self->enemy->max_health;
self->enemy->takedamage = DAMAGE_AIM;
self->enemy->flags &= ~FL_NO_KNOCKBACK;
self->enemy->pain_debounce_time = 0;
self->enemy->damage_debounce_time = 0;
self->enemy->deadflag = DEAD_NO;
if (self->enemy->s.effects & EF_FLIES)
M_FliesOff(self->enemy);
ED_CallSpawn (self->enemy);
self->enemy->monsterinfo.healer = NULL;
self->enemy->owner = NULL;
// Knightmare- disable deadmonster_think
if (self->enemy->postthink)
self->enemy->postthink = NULL;
if (self->enemy->think)
{
self->enemy->nextthink = level.time;
self->enemy->think (self->enemy);
}
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
M_SetEffects(self->enemy);
if (self->oldenemy && self->oldenemy->client)
{
self->enemy->enemy = self->oldenemy;
FoundTarget (self->enemy);
}
else
{
// Lazarus: this should make oblivious monsters
// find player again
self->enemy->enemy = NULL;
}
}
else
{
if (self->s.frame == FRAME_attack44)
gi.sound (self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
}
// adjust start for beam origin being in middle of a segment
// Lazarus: This isn't right... this causes cable start point to be well above muzzle
// when target is closeby. f should be vector from muzzle to target, not
// the forward viewing direction. PLUS... 8 isn't right... the model is
// actually 32 units long, so use 16.. fixed below.
// VectorMA (start, 8, f, start);
//Knightmare- if enemy went away, like after returning from another level, return
if (!self->enemy)
return;
// adjust end z for end spot since the monster is currently dead
VectorCopy (self->enemy->s.origin, end);
end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;
// Lazarus fix
VectorSubtract(end,start,f);
VectorNormalize(f);
VectorMA(start,16,f,start);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_MEDIC_CABLE_ATTACK);
gi.WriteShort (self - g_edicts);
gi.WritePosition (start);
gi.WritePosition (end);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
void medic_hook_retract (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
if (self->enemy)
{
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
M_SetEffects (self->enemy);
}
}
mframe_t medic_frames_attackCable [] =
{
ai_move, 2, NULL,
ai_move, 3, NULL,
ai_move, 5, NULL,
ai_move, 4.4, NULL,
ai_charge, 4.7, NULL,
ai_charge, 5, NULL,
ai_charge, 6, NULL,
ai_charge, 4, NULL,
ai_charge, 0, NULL,
ai_move, 0, medic_hook_launch,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, -15, medic_hook_retract,
ai_move, -1.5, NULL,
ai_move, -1.2, NULL,
ai_move, -3, NULL,
ai_move, -2, NULL,
ai_move, 0.3, NULL,
ai_move, 0.7, NULL,
ai_move, 1.2, NULL,
ai_move, 1.3, NULL
};
mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};
void medic_attack(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_MEDIC)
self->monsterinfo.currentmove = &medic_move_attackCable;
else
self->monsterinfo.currentmove = &medic_move_attackBlaster;
}
qboolean medic_checkattack (edict_t *self)
{
if (!(self->monsterinfo.aiflags & AI_MEDIC))
{
if ( medic_FindDeadMonster(self) )
return false;
}
if (self->monsterinfo.aiflags & AI_MEDIC)
{
float r;
vec3_t forward, right, offset, start;
trace_t tr;
// if we have 5 seconds or less before a timeout,
// look for a hint_path to the target
if ( (self->timestamp < level.time + 5) &&
(self->monsterinfo.last_hint_time + 5 < level.time) )
{
// check for hint_paths.
self->monsterinfo.last_hint_time = level.time;
if (hintcheck_monsterlost(self))
{
if (developer->value)
gi.dprintf("medic at %s using hint_paths to find %s\n",
vtos(self->s.origin), self->enemy->classname);
self->timestamp = level.time + MEDIC_TRY_TIME;
return false;
}
}
// if we ran out of time, give up
if (self->timestamp < level.time)
{
//if (developer->value)
// gi.dprintf("medic at %s timed out, abort heal\n",vtos(self->s.origin));
abortHeal (self, true);
self->timestamp = 0;
return false;
}
// if our target went away
if ((!self->enemy) || (!self->enemy->inuse)) {
abortHeal (self,false);
return false;
}
// if target is embedded in a solid
if (embedded(self->enemy))
{
abortHeal (self,false);
return false;
}
r = realrange(self,self->enemy);
if (r > MEDIC_MAX_HEAL_DISTANCE+10) {
self->monsterinfo.attack_state = AS_STRAIGHT;
//abortHeal(self,false);
return false;
} else if (r < MEDIC_MIN_DISTANCE) {
abortHeal(self,false);
return false;
}
// Lazarus 1.6.2.3: if point-to-point vector from cable to
// target is blocked by a solid
AngleVectors (self->s.angles, forward, right, NULL);
// Offset [8] has the largest displacement to the left... not a sure
// thing but this one should be the most severe test.
VectorCopy (medic_cable_offsets[8], offset);
G_ProjectSource (self->s.origin, offset, forward, right, start);
tr = gi.trace(start,NULL,NULL,self->enemy->s.origin,self,MASK_SHOT|MASK_WATER);
if (tr.fraction < 1.0 && tr.ent != self->enemy)
return false;
medic_attack(self);
return true;
}
// Lazarus: NEVER attack other monsters
if ((self->enemy) && (self->enemy->svflags & SVF_MONSTER))
{
self->enemy = self->oldenemy;
self->oldenemy = NULL;
if (self->enemy && self->enemy->inuse)
{
if (visible(self,self->enemy))
FoundTarget(self);
else
HuntTarget(self);
}
return false;
}
return M_CheckAttack (self);
}
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_medic (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
{
G_FreeEdict (self);
return;
}
sound_idle1 = gi.soundindex ("medic/idle.wav");
sound_pain1 = gi.soundindex ("medic/medpain1.wav");
sound_pain2 = gi.soundindex ("medic/medpain2.wav");
sound_die = gi.soundindex ("medic/meddeth1.wav");
sound_sight = gi.soundindex ("medic/medsght1.wav");
sound_search = gi.soundindex ("medic/medsrch1.wav");
sound_hook_launch = gi.soundindex ("medic/medatck2.wav");
sound_hook_hit = gi.soundindex ("medic/medatck3.wav");
sound_hook_heal = gi.soundindex ("medic/medatck4.wav");
sound_hook_retract = gi.soundindex ("medic/medatck5.wav");
gi.soundindex ("medic/medatck1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/medic/tris.md2");
self->s.skinnum = self->style * 2;
}
self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 32);
// Lazarus: mapper-configurable health
if (!self->health)
self->health = 300;
if (!self->gib_health)
self->gib_health = -150; // Knightamre- was -130
if (!self->mass)
self->mass = 400;
self->pain = medic_pain;
self->die = medic_die;
self->monsterinfo.stand = medic_stand;
self->monsterinfo.walk = medic_walk;
self->monsterinfo.run = medic_run;
self->monsterinfo.dodge = medic_dodge;
self->monsterinfo.attack = medic_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = medic_sight;
self->monsterinfo.idle = medic_idle;
self->monsterinfo.search = medic_search;
self->monsterinfo.checkattack = medic_checkattack;
// Knightmare- added sparks and blood type
if (!self->blood_type)
self->blood_type = 3; // sparks and blood
// Lazarus
if (self->powerarmor)
{
if (self->powerarmortype == 1)
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
else
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = self->powerarmor;
}
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.15;
gi.linkentity (self);
self->monsterinfo.currentmove = &medic_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&medic_move_death,
NULL};
M_SetDeath (self, (mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
self->common_name = "Medic";
self->class_id = ENTITY_MONSTER_MEDIC;
walkmonster_start (self);
}