quake2-rerelease-dll/rerelease/rogue/g_rogue_spawn.cpp
2023-08-07 14:48:30 -05:00

367 lines
10 KiB
C++

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