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https://github.com/id-Software/quake2-rerelease-dll.git
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367 lines
10 KiB
C++
367 lines
10 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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#include "../g_local.h"
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//
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// ROGUE
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//
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//
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// Monster spawning code
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//
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// Used by the carrier, the medic_commander, and the black widow
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//
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// The sequence to create a flying monster is:
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//
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// FindSpawnPoint - tries to find suitable spot to spawn the monster in
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// CreateFlyMonster - this verifies the point as good and creates the monster
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// To create a ground walking monster:
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//
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// FindSpawnPoint - same thing
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// CreateGroundMonster - this checks the volume and makes sure the floor under the volume is suitable
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//
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// FIXME - for the black widow, if we want the stalkers coming in on the roof, we'll have to tweak some things
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//
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// CreateMonster
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//
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edict_t *CreateMonster(const vec3_t &origin, const vec3_t &angles, const char *classname)
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{
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edict_t *newEnt;
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newEnt = G_Spawn();
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newEnt->s.origin = origin;
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newEnt->s.angles = angles;
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newEnt->classname = classname;
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newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
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newEnt->gravityVector = { 0, 0, -1 };
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ED_CallSpawn(newEnt);
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newEnt->s.renderfx |= RF_IR_VISIBLE;
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return newEnt;
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}
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edict_t *CreateFlyMonster(const vec3_t &origin, const vec3_t &angles, const vec3_t &mins, const vec3_t &maxs, const char *classname)
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{
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if (!CheckSpawnPoint(origin, mins, maxs))
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return nullptr;
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return (CreateMonster(origin, angles, classname));
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}
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// This is just a wrapper for CreateMonster that looks down height # of CMUs and sees if there
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// are bad things down there or not
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edict_t *CreateGroundMonster(const vec3_t &origin, const vec3_t &angles, const vec3_t &entMins, const vec3_t &entMaxs, const char *classname, float height)
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{
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edict_t *newEnt;
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// check the ground to make sure it's there, it's relatively flat, and it's not toxic
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if (!CheckGroundSpawnPoint(origin, entMins, entMaxs, height, -1.f))
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return nullptr;
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newEnt = CreateMonster(origin, angles, classname);
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if (!newEnt)
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return nullptr;
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return newEnt;
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}
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// FindSpawnPoint
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// PMM - this is used by the medic commander (possibly by the carrier) to find a good spawn point
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// if the startpoint is bad, try above the startpoint for a bit
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bool FindSpawnPoint(const vec3_t &startpoint, const vec3_t &mins, const vec3_t &maxs, vec3_t &spawnpoint, float maxMoveUp, bool drop)
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{
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spawnpoint = startpoint;
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// drop first
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if (!drop || !M_droptofloor_generic(spawnpoint, mins, maxs, false, nullptr, MASK_MONSTERSOLID, false))
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{
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spawnpoint = startpoint;
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// fix stuck if we couldn't drop initially
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if (G_FixStuckObject_Generic(spawnpoint, mins, maxs, [] (const vec3_t &start, const vec3_t &mins, const vec3_t &maxs, const vec3_t &end) {
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return gi.trace(start, mins, maxs, end, nullptr, MASK_MONSTERSOLID);
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}) == stuck_result_t::NO_GOOD_POSITION)
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return false;
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// fixed, so drop again
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if (drop && !M_droptofloor_generic(spawnpoint, mins, maxs, false, nullptr, MASK_MONSTERSOLID, false))
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return false; // ???
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}
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return true;
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}
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// FIXME - all of this needs to be tweaked to handle the new gravity rules
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// if we ever want to spawn stuff on the roof
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//
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// CheckSpawnPoint
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//
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// PMM - checks volume to make sure we can spawn a monster there (is it solid?)
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//
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// This is all fliers should need
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bool CheckSpawnPoint(const vec3_t &origin, const vec3_t &mins, const vec3_t &maxs)
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{
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trace_t tr;
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if (!mins || !maxs)
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return false;
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tr = gi.trace(origin, mins, maxs, origin, nullptr, MASK_MONSTERSOLID);
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if (tr.startsolid || tr.allsolid)
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return false;
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if (tr.ent != world)
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return false;
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return true;
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}
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//
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// CheckGroundSpawnPoint
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//
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// PMM - used for walking monsters
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// checks:
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// 1) is there a ground within the specified height of the origin?
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// 2) is the ground non-water?
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// 3) is the ground flat enough to walk on?
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//
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bool CheckGroundSpawnPoint(const vec3_t &origin, const vec3_t &entMins, const vec3_t &entMaxs, float height, float gravity)
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{
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if (!CheckSpawnPoint(origin, entMins, entMaxs))
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return false;
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if (M_CheckBottom_Fast_Generic(origin + entMins, origin + entMaxs, false))
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return true;
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if (M_CheckBottom_Slow_Generic(origin, entMins, entMaxs, nullptr, MASK_MONSTERSOLID, false, false))
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return true;
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return false;
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}
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// ****************************
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// SPAWNGROW stuff
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// ****************************
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constexpr gtime_t SPAWNGROW_LIFESPAN = 1000_ms;
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THINK(spawngrow_think) (edict_t *self) -> void
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{
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if (level.time >= self->timestamp)
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{
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G_FreeEdict(self->target_ent);
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G_FreeEdict(self);
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return;
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}
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self->s.angles += self->avelocity * gi.frame_time_s;
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float t = 1.f - ((level.time - self->teleport_time).seconds() / self->wait);
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self->s.scale = clamp(lerp(self->accel, self->decel, t) / 16.f, 0.001f, 16.f);
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self->s.alpha = t * t;
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self->nextthink += FRAME_TIME_MS;
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}
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static vec3_t SpawnGro_laser_pos(edict_t *ent)
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{
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// pick random direction
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float theta = frandom(2 * PIf);
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float phi = acos(crandom());
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vec3_t d {
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sin(phi) * cos(theta),
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sin(phi) * sin(theta),
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cos(phi)
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};
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return ent->s.origin + (d * ent->owner->s.scale * 9.f);
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}
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THINK(SpawnGro_laser_think) (edict_t *self) -> void
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{
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self->s.old_origin = SpawnGro_laser_pos(self);
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gi.linkentity(self);
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self->nextthink = level.time + 1_ms;
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}
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void SpawnGrow_Spawn(const vec3_t &startpos, float start_size, float end_size)
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{
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edict_t *ent;
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ent = G_Spawn();
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ent->s.origin = startpos;
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ent->s.angles[0] = (float) irandom(360);
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ent->s.angles[1] = (float) irandom(360);
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ent->s.angles[2] = (float) irandom(360);
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ent->avelocity[0] = frandom(280.f, 360.f) * 2.f;
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ent->avelocity[1] = frandom(280.f, 360.f) * 2.f;
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ent->avelocity[2] = frandom(280.f, 360.f) * 2.f;
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ent->solid = SOLID_NOT;
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ent->s.renderfx |= RF_IR_VISIBLE;
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ent->movetype = MOVETYPE_NONE;
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ent->classname = "spawngro";
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ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2");
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ent->s.skinnum = 1;
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ent->accel = start_size;
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ent->decel = end_size;
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ent->think = spawngrow_think;
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ent->s.scale = clamp(start_size / 16.f, 0.001f, 8.f);
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ent->teleport_time = level.time;
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ent->wait = SPAWNGROW_LIFESPAN.seconds();
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ent->timestamp = level.time + SPAWNGROW_LIFESPAN;
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ent->nextthink = level.time + FRAME_TIME_MS;
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gi.linkentity(ent);
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// [Paril-KEX]
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edict_t *beam = ent->target_ent = G_Spawn();
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beam->s.modelindex = MODELINDEX_WORLD;
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beam->s.renderfx = RF_BEAM_LIGHTNING | RF_NO_ORIGIN_LERP;
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beam->s.frame = 1;
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beam->s.skinnum = 0x30303030;
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beam->classname = "spawngro_beam";
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beam->angle = end_size;
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beam->owner = ent;
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beam->s.origin = ent->s.origin;
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beam->think = SpawnGro_laser_think;
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beam->nextthink = level.time + 1_ms;
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beam->s.old_origin = SpawnGro_laser_pos(beam);
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gi.linkentity(beam);
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}
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// ****************************
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// WidowLeg stuff
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// ****************************
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constexpr int32_t MAX_LEGSFRAME = 23;
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constexpr gtime_t LEG_WAIT_TIME = 1_sec;
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void ThrowMoreStuff(edict_t *self, const vec3_t &point);
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void ThrowSmallStuff(edict_t *self, const vec3_t &point);
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void ThrowWidowGibLoc(edict_t *self, const char *gibname, int damage, gib_type_t type, const vec3_t *startpos, bool fade);
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void ThrowWidowGibSized(edict_t *self, const char *gibname, int damage, gib_type_t type, const vec3_t *startpos, int hitsound, bool fade);
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THINK(widowlegs_think) (edict_t *self) -> void
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{
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vec3_t offset;
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vec3_t point;
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vec3_t f, r, u;
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if (self->s.frame == 17)
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{
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offset = { 11.77f, -7.24f, 23.31f };
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AngleVectors(self->s.angles, f, r, u);
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point = G_ProjectSource2(self->s.origin, offset, f, r, u);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_EXPLOSION1);
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gi.WritePosition(point);
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gi.multicast(point, MULTICAST_ALL, false);
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ThrowSmallStuff(self, point);
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}
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if (self->s.frame < MAX_LEGSFRAME)
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{
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self->s.frame++;
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self->nextthink = level.time + 10_hz;
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return;
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}
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else if (self->wait == 0)
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{
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self->wait = (level.time + LEG_WAIT_TIME).seconds();
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}
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if (level.time > gtime_t::from_sec(self->wait))
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{
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AngleVectors(self->s.angles, f, r, u);
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offset = { -65.6f, -8.44f, 28.59f };
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point = G_ProjectSource2(self->s.origin, offset, f, r, u);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_EXPLOSION1);
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gi.WritePosition(point);
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gi.multicast(point, MULTICAST_ALL, false);
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ThrowSmallStuff(self, point);
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ThrowWidowGibSized(self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int) frandom(20.0f), GIB_METALLIC, &point, 0, true);
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ThrowWidowGibSized(self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int) frandom(20.0f), GIB_METALLIC, &point, 0, true);
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offset = { -1.04f, -51.18f, 7.04f };
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point = G_ProjectSource2(self->s.origin, offset, f, r, u);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_EXPLOSION1);
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gi.WritePosition(point);
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gi.multicast(point, MULTICAST_ALL, false);
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ThrowSmallStuff(self, point);
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ThrowWidowGibSized(self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int) frandom(20.0f), GIB_METALLIC, &point, 0, true);
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ThrowWidowGibSized(self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int) frandom(20.0f), GIB_METALLIC, &point, 0, true);
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ThrowWidowGibSized(self, "models/monsters/blackwidow/gib3/tris.md2", 80 + (int) frandom(20.0f), GIB_METALLIC, &point, 0, true);
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G_FreeEdict(self);
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return;
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}
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if ((level.time > gtime_t::from_sec(self->wait - 0.5f)) && (self->count == 0))
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{
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self->count = 1;
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AngleVectors(self->s.angles, f, r, u);
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offset = { 31, -88.7f, 10.96f };
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point = G_ProjectSource2(self->s.origin, offset, f, r, u);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_EXPLOSION1);
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gi.WritePosition(point);
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gi.multicast(point, MULTICAST_ALL, false);
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// ThrowSmallStuff (self, point);
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offset = { -12.67f, -4.39f, 15.68f };
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point = G_ProjectSource2(self->s.origin, offset, f, r, u);
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(TE_EXPLOSION1);
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gi.WritePosition(point);
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gi.multicast(point, MULTICAST_ALL, false);
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// ThrowSmallStuff (self, point);
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self->nextthink = level.time + 10_hz;
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return;
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}
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self->nextthink = level.time + 10_hz;
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}
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void Widowlegs_Spawn(const vec3_t &startpos, const vec3_t &angles)
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{
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edict_t *ent;
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ent = G_Spawn();
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ent->s.origin = startpos;
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ent->s.angles = angles;
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ent->solid = SOLID_NOT;
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ent->s.renderfx = RF_IR_VISIBLE;
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ent->movetype = MOVETYPE_NONE;
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ent->classname = "widowlegs";
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ent->s.modelindex = gi.modelindex("models/monsters/legs/tris.md2");
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ent->think = widowlegs_think;
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ent->nextthink = level.time + 10_hz;
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gi.linkentity(ent);
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}
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