mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
synced 2025-02-14 15:51:42 +00:00
1643 lines
42 KiB
C++
1643 lines
42 KiB
C++
// Copyright (c) ZeniMax Media Inc.
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// Licensed under the GNU General Public License 2.0.
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/*
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==============================================================================
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MEDIC
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_medic.h"
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#include "m_flash.h"
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constexpr float MEDIC_MIN_DISTANCE = 32;
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constexpr float MEDIC_MAX_HEAL_DISTANCE = 400;
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constexpr gtime_t MEDIC_TRY_TIME = 10_sec;
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// FIXME -
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//
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// owner moved to monsterinfo.healer instead
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//
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// For some reason, the healed monsters are rarely ending up in the floor
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//
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// 5/15/1998 I think I fixed these, keep an eye on them
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void M_SetEffects(edict_t *ent);
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bool FindTarget(edict_t *self);
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void FoundTarget(edict_t *self);
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void ED_CallSpawn(edict_t *ent);
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static int sound_idle1;
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static int sound_pain1;
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static int sound_pain2;
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static int sound_die;
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static int sound_sight;
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static int sound_search;
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static int sound_hook_launch;
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static int sound_hook_hit;
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static int sound_hook_heal;
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static int sound_hook_retract;
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// PMM - commander sounds
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static int commander_sound_idle1;
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static int commander_sound_pain1;
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static int commander_sound_pain2;
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static int commander_sound_die;
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static int commander_sound_sight;
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static int commander_sound_search;
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static int commander_sound_hook_launch;
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static int commander_sound_hook_hit;
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static int commander_sound_hook_heal;
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static int commander_sound_hook_retract;
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static int commander_sound_spawn;
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constexpr const char *default_reinforcements = "monster_soldier_light 1;monster_soldier 2;monster_soldier_ss 2;monster_infantry 3;monster_gunner 4;monster_medic 5;monster_gladiator 6";
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constexpr int32_t default_monster_slots_base = 3;
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static const float inverse_log_slots = pow(2, MAX_REINFORCEMENTS);
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constexpr std::array<vec3_t, MAX_REINFORCEMENTS> reinforcement_position = {
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vec3_t { 80, 0, 0 },
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vec3_t { 40, 60, 0 },
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vec3_t { 40, -60, 0 },
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vec3_t { 0, 80, 0 },
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vec3_t { 0, -80, 0 }
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};
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// filter out the reinforcement indices we can pick given the space we have left
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static void M_PickValidReinforcements(edict_t *self, int32_t space, std::vector<uint8_t> &output)
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{
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output.clear();
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for (uint8_t i = 0; i < self->monsterinfo.reinforcements.num_reinforcements; i++)
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if (self->monsterinfo.reinforcements.reinforcements[i].strength <= space)
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output.push_back(i);
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}
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// pick an array of reinforcements to use; note that this does not modify `self`
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std::array<uint8_t, MAX_REINFORCEMENTS> M_PickReinforcements(edict_t *self, int32_t &num_chosen, int32_t max_slots = 0)
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{
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static std::vector<uint8_t> available;
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std::array<uint8_t, MAX_REINFORCEMENTS> chosen;
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chosen.fill(255);
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// decide how many things we want to spawn;
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// this is on a logarithmic scale
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// so we don't spawn too much too often.
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int32_t num_slots = max(1, (int32_t) log2(frandom(inverse_log_slots)));
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// we only have this many slots left to use
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int32_t remaining = self->monsterinfo.monster_slots - self->monsterinfo.monster_used;
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for (num_chosen = 0; num_chosen < num_slots; num_chosen++)
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{
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// ran out of slots!
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if ((max_slots && num_chosen == max_slots) || !remaining)
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break;
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// get everything we could choose
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M_PickValidReinforcements(self, remaining, available);
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// can't pick any
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if (!available.size())
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break;
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// select monster, TODO fairly
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chosen[num_chosen] = random_element(available);
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remaining -= self->monsterinfo.reinforcements.reinforcements[chosen[num_chosen]].strength;
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}
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return chosen;
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}
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void M_SetupReinforcements(const char *reinforcements, reinforcement_list_t &list)
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{
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// count up the semicolons
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list.num_reinforcements = 0;
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if (!*reinforcements)
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return;
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list.num_reinforcements++;
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for (size_t i = 0; i < strlen(reinforcements); i++)
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if (reinforcements[i] == ';')
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list.num_reinforcements++;
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// allocate
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list.reinforcements = (reinforcement_t *) gi.TagMalloc(sizeof(reinforcement_t) * list.num_reinforcements, TAG_LEVEL);
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// parse
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const char *p = reinforcements;
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reinforcement_t *r = list.reinforcements;
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st = {};
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while (true)
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{
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const char *token = COM_ParseEx(&p, "; ");
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if (!*token || r == list.reinforcements + list.num_reinforcements)
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break;
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r->classname = G_CopyString(token, TAG_LEVEL);
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token = COM_ParseEx(&p, "; ");
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r->strength = atoi(token);
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edict_t *newEnt = G_Spawn();
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newEnt->classname = r->classname;
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newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
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ED_CallSpawn(newEnt);
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r->mins = newEnt->mins;
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r->maxs = newEnt->maxs;
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G_FreeEdict(newEnt);
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r++;
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}
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}
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void cleanupHeal(edict_t *self, bool change_frame)
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{
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// clean up target, if we have one and it's legit
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if (self->enemy && self->enemy->inuse)
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cleanupHealTarget(self->enemy);
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if (self->oldenemy && self->oldenemy->inuse && self->oldenemy->health > 0)
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{
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self->enemy = self->oldenemy;
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HuntTarget(self, false);
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}
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else
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{
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self->enemy = self->goalentity = nullptr;
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self->oldenemy = nullptr;
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if (!FindTarget(self))
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{
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// no valid enemy, so stop acting
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self->monsterinfo.pausetime = HOLD_FOREVER;
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self->monsterinfo.stand(self);
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return;
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}
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}
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if (change_frame)
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self->monsterinfo.nextframe = FRAME_attack52;
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}
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void abortHeal(edict_t *self, bool change_frame, bool gib, bool mark)
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{
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int hurt;
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constexpr vec3_t pain_normal = { 0, 0, 1 };
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cleanupHealTarget(self->enemy);
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// gib em!
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if ((mark) && (self->enemy) && (self->enemy->inuse))
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{
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// if the first badMedic slot is filled by a medic, skip it and use the second one
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if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse) && (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)))
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{
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self->enemy->monsterinfo.badMedic2 = self;
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}
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else
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{
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self->enemy->monsterinfo.badMedic1 = self;
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}
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}
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if ((gib) && (self->enemy) && (self->enemy->inuse))
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{
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if (self->enemy->gib_health)
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hurt = -self->enemy->gib_health;
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else
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hurt = 500;
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T_Damage(self->enemy, self, self, vec3_origin, self->enemy->s.origin,
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pain_normal, hurt, 0, DAMAGE_NONE, MOD_UNKNOWN);
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}
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// clean up self
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// clean up target
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cleanupHeal(self, change_frame);
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self->monsterinfo.aiflags &= ~AI_MEDIC;
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self->monsterinfo.medicTries = 0;
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}
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bool canReach(edict_t *self, edict_t *other)
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{
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vec3_t spot1;
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vec3_t spot2;
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trace_t trace;
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spot1 = self->s.origin;
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spot1[2] += self->viewheight;
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spot2 = other->s.origin;
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spot2[2] += other->viewheight;
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trace = gi.traceline(spot1, spot2, self, MASK_PROJECTILE | MASK_WATER);
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return trace.fraction == 1.0f || trace.ent == other;
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}
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edict_t *medic_FindDeadMonster(edict_t *self)
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{
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float radius;
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edict_t *ent = nullptr;
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edict_t *best = nullptr;
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if (self->monsterinfo.react_to_damage_time > level.time)
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return nullptr;
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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radius = MEDIC_MAX_HEAL_DISTANCE;
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else
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radius = 1024;
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while ((ent = findradius(ent, self->s.origin, radius)) != nullptr)
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{
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if (ent == self)
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continue;
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if (!(ent->svflags & SVF_MONSTER))
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continue;
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if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
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continue;
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// check to make sure we haven't bailed on this guy already
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if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self))
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continue;
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if (ent->monsterinfo.healer)
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// FIXME - this is correcting a bug that is somewhere else
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// if the healer is a monster, and it's in medic mode .. continue .. otherwise
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// we will override the healer, if it passes all the other tests
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if ((ent->monsterinfo.healer->inuse) && (ent->monsterinfo.healer->health > 0) &&
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(ent->monsterinfo.healer->svflags & SVF_MONSTER) && (ent->monsterinfo.healer->monsterinfo.aiflags & AI_MEDIC))
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continue;
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if (ent->health > 0)
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continue;
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if ((ent->nextthink) && (ent->think != monster_dead_think))
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continue;
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if (!visible(self, ent))
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continue;
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if (!strncmp(ent->classname, "player", 6)) // stop it from trying to heal player_noise entities
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continue;
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// FIXME - there's got to be a better way ..
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// make sure we don't spawn people right on top of us
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if (realrange(self, ent) <= MEDIC_MIN_DISTANCE)
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continue;
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if (!best)
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{
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best = ent;
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continue;
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}
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if (ent->max_health <= best->max_health)
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continue;
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best = ent;
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}
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if (best)
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self->timestamp = level.time + MEDIC_TRY_TIME;
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return best;
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}
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MONSTERINFO_IDLE(medic_idle) (edict_t *self) -> void
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{
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edict_t *ent;
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// PMM - commander sounds
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if (self->mass == 400)
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gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
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else
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gi.sound(self, CHAN_VOICE, commander_sound_idle1, 1, ATTN_IDLE, 0);
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if (!self->oldenemy)
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{
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ent = medic_FindDeadMonster(self);
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if (ent)
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{
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self->oldenemy = self->enemy;
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self->enemy = ent;
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self->enemy->monsterinfo.healer = self;
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self->monsterinfo.aiflags |= AI_MEDIC;
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FoundTarget(self);
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}
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}
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}
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MONSTERINFO_SEARCH(medic_search) (edict_t *self) -> void
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{
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edict_t *ent;
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// PMM - commander sounds
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if (self->mass == 400)
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gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
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else
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gi.sound(self, CHAN_VOICE, commander_sound_search, 1, ATTN_IDLE, 0);
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if (!self->oldenemy)
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{
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ent = medic_FindDeadMonster(self);
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if (ent)
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{
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self->oldenemy = self->enemy;
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self->enemy = ent;
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self->enemy->monsterinfo.healer = self;
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self->monsterinfo.aiflags |= AI_MEDIC;
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FoundTarget(self);
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}
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}
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}
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MONSTERINFO_SIGHT(medic_sight) (edict_t *self, edict_t *other) -> void
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{
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// PMM - commander sounds
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if (self->mass == 400)
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gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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else
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gi.sound(self, CHAN_VOICE, commander_sound_sight, 1, ATTN_NORM, 0);
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}
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mframe_t medic_frames_stand[] = {
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{ ai_stand, 0, medic_idle },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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{ ai_stand },
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};
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MMOVE_T(medic_move_stand) = { FRAME_wait1, FRAME_wait90, medic_frames_stand, nullptr };
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MONSTERINFO_STAND(medic_stand) (edict_t *self) -> void
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{
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M_SetAnimation(self, &medic_move_stand);
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}
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mframe_t medic_frames_walk[] = {
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{ ai_walk, 6.2f },
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{ ai_walk, 18.1f, monster_footstep },
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{ ai_walk, 1 },
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{ ai_walk, 9 },
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{ ai_walk, 10 },
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{ ai_walk, 9 },
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{ ai_walk, 11 },
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{ ai_walk, 11.6f, monster_footstep },
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{ ai_walk, 2 },
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{ ai_walk, 9.9f },
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{ ai_walk, 14 },
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{ ai_walk, 9.3f }
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};
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MMOVE_T(medic_move_walk) = { FRAME_walk1, FRAME_walk12, medic_frames_walk, nullptr };
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MONSTERINFO_WALK(medic_walk) (edict_t *self) -> void
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{
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M_SetAnimation(self, &medic_move_walk);
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}
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mframe_t medic_frames_run[] = {
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{ ai_run, 18 },
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{ ai_run, 22.5f, monster_footstep },
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{ ai_run, 25.4f, monster_done_dodge },
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{ ai_run, 23.4f, monster_footstep },
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{ ai_run, 24 },
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{ ai_run, 35.6f }
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};
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MMOVE_T(medic_move_run) = { FRAME_run1, FRAME_run6, medic_frames_run, nullptr };
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MONSTERINFO_RUN(medic_run) (edict_t *self) -> void
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{
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monster_done_dodge(self);
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if (!(self->monsterinfo.aiflags & AI_MEDIC))
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{
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edict_t *ent;
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ent = medic_FindDeadMonster(self);
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if (ent)
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{
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self->oldenemy = self->enemy;
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self->enemy = ent;
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self->enemy->monsterinfo.healer = self;
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self->monsterinfo.aiflags |= AI_MEDIC;
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FoundTarget(self);
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return;
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}
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}
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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M_SetAnimation(self, &medic_move_stand);
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else
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M_SetAnimation(self, &medic_move_run);
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}
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|
|
mframe_t medic_frames_pain1[] = {
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }
|
|
};
|
|
MMOVE_T(medic_move_pain1) = { FRAME_paina2, FRAME_paina6, medic_frames_pain1, medic_run };
|
|
|
|
mframe_t medic_frames_pain2[] = {
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move, 0, monster_footstep },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move, 0, monster_footstep }
|
|
};
|
|
MMOVE_T(medic_move_pain2) = { FRAME_painb2, FRAME_painb13, medic_frames_pain2, medic_run };
|
|
|
|
PAIN(medic_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
|
|
{
|
|
monster_done_dodge(self);
|
|
|
|
if (level.time < self->pain_debounce_time)
|
|
return;
|
|
|
|
self->pain_debounce_time = level.time + 3_sec;
|
|
|
|
float r = frandom();
|
|
|
|
if (self->mass > 400)
|
|
{
|
|
if (damage < 35)
|
|
{
|
|
gi.sound(self, CHAN_VOICE, commander_sound_pain1, 1, ATTN_NORM, 0);
|
|
|
|
if (mod.id != MOD_CHAINFIST)
|
|
return;
|
|
}
|
|
|
|
gi.sound(self, CHAN_VOICE, commander_sound_pain2, 1, ATTN_NORM, 0);
|
|
}
|
|
else if (r < 0.5f)
|
|
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
|
|
|
|
if (!M_ShouldReactToPain(self, mod))
|
|
return; // no pain anims in nightmare
|
|
|
|
// if we're healing someone, we ignore pain
|
|
if (mod.id != MOD_CHAINFIST && (self->monsterinfo.aiflags & AI_MEDIC))
|
|
return;
|
|
|
|
if (self->mass > 400)
|
|
{
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
|
|
if (r < (min(((float) damage * 0.005f), 0.5f))) // no more than 50% chance of big pain
|
|
M_SetAnimation(self, &medic_move_pain2);
|
|
else
|
|
M_SetAnimation(self, &medic_move_pain1);
|
|
}
|
|
else if (r < 0.5f)
|
|
M_SetAnimation(self, &medic_move_pain1);
|
|
else
|
|
M_SetAnimation(self, &medic_move_pain2);
|
|
|
|
// PMM - clear duck flag
|
|
if (self->monsterinfo.aiflags & AI_DUCKED)
|
|
monster_duck_up(self);
|
|
|
|
abortHeal(self, false, false, false);
|
|
}
|
|
|
|
MONSTERINFO_SETSKIN(medic_setskin) (edict_t *self) -> void
|
|
{
|
|
if ((self->health < (self->max_health / 2)))
|
|
self->s.skinnum |= 1;
|
|
else
|
|
self->s.skinnum &= ~1;
|
|
}
|
|
|
|
void medic_fire_blaster(edict_t *self)
|
|
{
|
|
vec3_t start;
|
|
vec3_t forward, right;
|
|
vec3_t end;
|
|
vec3_t dir;
|
|
effects_t effect;
|
|
int damage = 2;
|
|
monster_muzzleflash_id_t mz;
|
|
|
|
// paranoia checking
|
|
if (!(self->enemy && self->enemy->inuse))
|
|
return;
|
|
|
|
if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
|
|
{
|
|
effect = EF_BLASTER;
|
|
damage = 6;
|
|
mz = (self->mass > 400) ? MZ2_MEDIC_BLASTER_2 : MZ2_MEDIC_BLASTER_1;
|
|
}
|
|
else
|
|
{
|
|
static constexpr vec3_t hb_offsets[] = {
|
|
{ 33.0f, 12.5f, 15.0f },
|
|
{ 32.4f, 11.2f, 15.0f },
|
|
{ 35.6f, 7.4f, 15.0f },
|
|
{ 34.0f, 4.1f, 15.0f },
|
|
{ 36.6f, 1.0f, 15.0f },
|
|
{ 34.7f, -1.9f, 15.0f },
|
|
{ 36.6f, -0.5f, 15.0f },
|
|
{ 34.2f, 2.8f, 15.0f },
|
|
{ 36.5f, 3.8f, 15.0f },
|
|
{ 33.5f, 6.9f, 15.0f },
|
|
{ 32.7f, 9.9f, 15.0f },
|
|
{ 34.5f, 11.0f, 15.0f }
|
|
};
|
|
|
|
effect = (self->s.frame % 4) ? EF_NONE : EF_HYPERBLASTER;
|
|
mz = static_cast<monster_muzzleflash_id_t>(((self->mass > 400) ? MZ2_MEDIC_HYPERBLASTER2_1 : MZ2_MEDIC_HYPERBLASTER1_1) + (self->s.frame - FRAME_attack19));
|
|
}
|
|
|
|
AngleVectors(self->s.angles, forward, right, nullptr);
|
|
const vec3_t &offset = monster_flash_offset[mz];
|
|
start = M_ProjectFlashSource(self, offset, forward, right);
|
|
|
|
end = self->enemy->s.origin;
|
|
end[2] += self->enemy->viewheight;
|
|
dir = end - start;
|
|
dir.normalize();
|
|
|
|
if ( !strcmp( self->enemy->classname, "tesla_mine" ) )
|
|
damage = 3;
|
|
|
|
// medic commander shoots blaster2
|
|
if (self->mass > 400)
|
|
monster_fire_blaster2(self, start, dir, damage, 1000, mz, effect);
|
|
else
|
|
monster_fire_blaster(self, start, dir, damage, 1000, mz, effect);
|
|
}
|
|
|
|
void medic_dead(edict_t *self)
|
|
{
|
|
self->mins = { -16, -16, -24 };
|
|
self->maxs = { 16, 16, -8 };
|
|
monster_dead(self);
|
|
}
|
|
|
|
static void medic_shrink(edict_t *self)
|
|
{
|
|
self->maxs[2] = -2;
|
|
self->svflags |= SVF_DEADMONSTER;
|
|
gi.linkentity(self);
|
|
}
|
|
|
|
mframe_t medic_frames_death[] = {
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move, -18.f, monster_footstep },
|
|
{ ai_move, -10.f, medic_shrink },
|
|
{ ai_move, -6.f },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move, 0, monster_footstep },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move }
|
|
};
|
|
MMOVE_T(medic_move_death) = { FRAME_death2, FRAME_death30, medic_frames_death, medic_dead };
|
|
|
|
DIE(medic_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
|
|
{
|
|
// if we had a pending patient, he was already freed up in Killed
|
|
|
|
// check for gib
|
|
if (M_CheckGib(self, mod))
|
|
{
|
|
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
|
|
|
|
self->s.skinnum /= 2;
|
|
|
|
ThrowGibs(self, damage, {
|
|
{ 2, "models/objects/gibs/bone/tris.md2" },
|
|
{ "models/objects/gibs/sm_meat/tris.md2" },
|
|
{ "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC },
|
|
{ "models/monsters/medic/gibs/chest.md2", GIB_SKINNED },
|
|
{ 2, "models/monsters/medic/gibs/leg.md2", GIB_SKINNED | GIB_UPRIGHT },
|
|
{ "models/monsters/medic/gibs/hook.md2", GIB_SKINNED | GIB_UPRIGHT },
|
|
{ "models/monsters/medic/gibs/gun.md2", GIB_SKINNED | GIB_UPRIGHT },
|
|
{ "models/monsters/medic/gibs/head.md2", GIB_SKINNED | GIB_HEAD }
|
|
});
|
|
|
|
self->deadflag = true;
|
|
return;
|
|
}
|
|
|
|
if (self->deadflag)
|
|
return;
|
|
|
|
// regular death
|
|
// PMM
|
|
if (self->mass == 400)
|
|
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(self, CHAN_VOICE, commander_sound_die, 1, ATTN_NORM, 0);
|
|
//
|
|
self->deadflag = true;
|
|
self->takedamage = true;
|
|
|
|
M_SetAnimation(self, &medic_move_death);
|
|
}
|
|
|
|
mframe_t medic_frames_duck[] = {
|
|
{ ai_move, -1 },
|
|
{ ai_move, -1, monster_duck_down },
|
|
{ ai_move, -1, monster_duck_hold },
|
|
{ ai_move, -1 },
|
|
{ ai_move, -1 },
|
|
{ ai_move, -1 }, // PMM - duck up used to be here
|
|
{ ai_move, -1 },
|
|
{ ai_move, -1 },
|
|
{ ai_move, -1 },
|
|
{ ai_move, -1 },
|
|
{ ai_move, -1 },
|
|
{ ai_move, -1 },
|
|
{ ai_move, -1, monster_duck_up }
|
|
};
|
|
MMOVE_T(medic_move_duck) = { FRAME_duck2, FRAME_duck14, medic_frames_duck, medic_run };
|
|
|
|
// PMM -- moved dodge code to after attack code so I can reference attack frames
|
|
|
|
mframe_t medic_frames_attackHyperBlaster[] = {
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ 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 },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
// [Paril-KEX] end on 36 as intended
|
|
{ ai_charge, 2.f }, // 33
|
|
{ ai_charge, 3.f, monster_footstep },
|
|
};
|
|
MMOVE_T(medic_move_attackHyperBlaster) = { FRAME_attack15, FRAME_attack34, medic_frames_attackHyperBlaster, medic_run };
|
|
|
|
static void medic_quick_attack(edict_t *self)
|
|
{
|
|
if (frandom() < 0.5f)
|
|
{
|
|
M_SetAnimation(self, &medic_move_attackHyperBlaster, false);
|
|
self->monsterinfo.nextframe = FRAME_attack16;
|
|
}
|
|
}
|
|
|
|
void medic_continue(edict_t *self)
|
|
{
|
|
if (visible(self, self->enemy))
|
|
if (frandom() <= 0.95f)
|
|
M_SetAnimation(self, &medic_move_attackHyperBlaster, false);
|
|
}
|
|
|
|
mframe_t medic_frames_attackBlaster[] = {
|
|
{ ai_charge, 5 },
|
|
{ ai_charge, 3 },
|
|
{ ai_charge, 2 },
|
|
{ ai_charge, 0, medic_quick_attack },
|
|
{ ai_charge, 0, monster_footstep },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, medic_fire_blaster },
|
|
{ ai_charge },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, medic_fire_blaster },
|
|
{ ai_charge },
|
|
{ ai_charge, 0, medic_continue } // Change to medic_continue... Else, go to frame 32
|
|
};
|
|
MMOVE_T(medic_move_attackBlaster) = { FRAME_attack3, FRAME_attack14, medic_frames_attackBlaster, medic_run };
|
|
|
|
void medic_hook_launch(edict_t *self)
|
|
{
|
|
// PMM - commander sounds
|
|
if (self->mass == 400)
|
|
gi.sound(self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(self, CHAN_WEAPON, commander_sound_hook_launch, 1, ATTN_NORM, 0);
|
|
}
|
|
|
|
constexpr vec3_t medic_cable_offsets[] = {
|
|
{ 45.0f, -9.2f, 15.5f },
|
|
{ 48.4f, -9.7f, 15.2f },
|
|
{ 47.8f, -9.8f, 15.8f },
|
|
{ 47.3f, -9.3f, 14.3f },
|
|
{ 45.4f, -10.1f, 13.1f },
|
|
{ 41.9f, -12.7f, 12.0f },
|
|
{ 37.8f, -15.8f, 11.2f },
|
|
{ 34.3f, -18.4f, 10.7f },
|
|
{ 32.7f, -19.7f, 10.4f },
|
|
{ 32.7f, -19.7f, 10.4f }
|
|
};
|
|
|
|
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->s.effects & EF_GIB))
|
|
{
|
|
abortHeal(self, false, false, false);
|
|
return;
|
|
}
|
|
|
|
// we switched back to a player; let the animation finish
|
|
if (self->enemy->client)
|
|
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->health > 0)
|
|
{
|
|
abortHeal(self, false, false, false);
|
|
return;
|
|
}
|
|
|
|
AngleVectors(self->s.angles, f, r, nullptr);
|
|
offset = medic_cable_offsets[self->s.frame - FRAME_attack42];
|
|
start = M_ProjectFlashSource(self, offset, f, r);
|
|
|
|
// check for max distance
|
|
// not needed, done in checkattack
|
|
// check for min distance
|
|
dir = start - self->enemy->s.origin;
|
|
distance = dir.length();
|
|
if (distance < MEDIC_MIN_DISTANCE)
|
|
{
|
|
abortHeal(self, true, true, false);
|
|
return;
|
|
}
|
|
|
|
tr = gi.traceline(start, self->enemy->s.origin, self, MASK_SOLID);
|
|
if (tr.fraction != 1.0f && tr.ent != self->enemy)
|
|
{
|
|
if (tr.ent == world)
|
|
{
|
|
// give up on second try
|
|
if (self->monsterinfo.medicTries > 1)
|
|
{
|
|
abortHeal(self, true, false, true);
|
|
return;
|
|
}
|
|
self->monsterinfo.medicTries++;
|
|
cleanupHeal(self, 1);
|
|
return;
|
|
}
|
|
abortHeal(self, true, false, false);
|
|
return;
|
|
}
|
|
|
|
if (self->s.frame == FRAME_attack43)
|
|
{
|
|
// PMM - commander sounds
|
|
if (self->mass == 400)
|
|
gi.sound(self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(self->enemy, CHAN_AUTO, commander_sound_hook_hit, 1, ATTN_NORM, 0);
|
|
|
|
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
|
|
self->enemy->takedamage = false;
|
|
M_SetEffects(self->enemy);
|
|
}
|
|
else if (self->s.frame == FRAME_attack50)
|
|
{
|
|
vec3_t maxs;
|
|
self->enemy->spawnflags = SPAWNFLAG_NONE;
|
|
self->enemy->monsterinfo.aiflags &= AI_STINKY | AI_SPAWNED_MASK;
|
|
self->enemy->target = nullptr;
|
|
self->enemy->targetname = nullptr;
|
|
self->enemy->combattarget = nullptr;
|
|
self->enemy->deathtarget = nullptr;
|
|
self->enemy->healthtarget = nullptr;
|
|
self->enemy->itemtarget = nullptr;
|
|
self->enemy->monsterinfo.healer = self;
|
|
|
|
maxs = self->enemy->maxs;
|
|
maxs[2] += 48; // compensate for change when they die
|
|
|
|
tr = gi.trace(self->enemy->s.origin, self->enemy->mins, maxs, self->enemy->s.origin, self->enemy, MASK_MONSTERSOLID);
|
|
|
|
if (tr.startsolid || tr.allsolid)
|
|
{
|
|
abortHeal(self, true, true, false);
|
|
return;
|
|
}
|
|
else if (tr.ent != world)
|
|
{
|
|
abortHeal(self, true, true, false);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
self->enemy->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
|
|
|
|
// backup & restore health stuff, because of multipliers
|
|
int32_t old_max_health = self->enemy->max_health;
|
|
item_id_t old_power_armor_type = self->enemy->monsterinfo.initial_power_armor_type;
|
|
int32_t old_power_armor_power = self->enemy->monsterinfo.max_power_armor_power;
|
|
int32_t old_base_health = self->enemy->monsterinfo.base_health;
|
|
int32_t old_health_scaling = self->enemy->monsterinfo.health_scaling;
|
|
auto reinforcements = self->enemy->monsterinfo.reinforcements;
|
|
int32_t monster_slots = self->enemy->monsterinfo.monster_slots;
|
|
int32_t monster_used = self->enemy->monsterinfo.monster_used;
|
|
int32_t old_gib_health = self->enemy->gib_health;
|
|
|
|
st = {};
|
|
st.keys_specified.emplace("reinforcements");
|
|
st.reinforcements = "";
|
|
|
|
ED_CallSpawn(self->enemy);
|
|
|
|
self->enemy->monsterinfo.reinforcements = reinforcements;
|
|
self->enemy->monsterinfo.monster_slots = monster_slots;
|
|
self->enemy->monsterinfo.monster_used = monster_used;
|
|
|
|
self->enemy->gib_health = old_gib_health / 2;
|
|
self->enemy->health = self->enemy->max_health = old_max_health;
|
|
self->enemy->monsterinfo.power_armor_power = self->enemy->monsterinfo.max_power_armor_power = old_power_armor_power;
|
|
self->enemy->monsterinfo.power_armor_type = self->enemy->monsterinfo.initial_power_armor_type = old_power_armor_type;
|
|
self->enemy->monsterinfo.base_health = old_base_health;
|
|
self->enemy->monsterinfo.health_scaling = old_health_scaling;
|
|
|
|
if (self->enemy->monsterinfo.setskin)
|
|
self->enemy->monsterinfo.setskin(self->enemy);
|
|
|
|
if (self->enemy->think)
|
|
{
|
|
self->enemy->nextthink = level.time;
|
|
self->enemy->think(self->enemy);
|
|
}
|
|
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
|
|
self->enemy->monsterinfo.aiflags |= AI_IGNORE_SHOTS | AI_DO_NOT_COUNT;
|
|
// turn off flies
|
|
self->enemy->s.effects &= ~EF_FLIES;
|
|
self->enemy->monsterinfo.healer = nullptr;
|
|
|
|
if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy->health > 0))
|
|
{
|
|
self->enemy->enemy = self->oldenemy;
|
|
FoundTarget(self->enemy);
|
|
}
|
|
else
|
|
{
|
|
self->enemy->enemy = nullptr;
|
|
if (!FindTarget(self->enemy))
|
|
{
|
|
// no valid enemy, so stop acting
|
|
self->enemy->monsterinfo.pausetime = HOLD_FOREVER;
|
|
self->enemy->monsterinfo.stand(self->enemy);
|
|
}
|
|
self->enemy = nullptr;
|
|
self->oldenemy = nullptr;
|
|
if (!FindTarget(self))
|
|
{
|
|
// no valid enemy, so stop acting
|
|
self->monsterinfo.pausetime = HOLD_FOREVER;
|
|
self->monsterinfo.stand(self);
|
|
return;
|
|
}
|
|
}
|
|
|
|
cleanupHeal(self, false);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (self->s.frame == FRAME_attack44)
|
|
{
|
|
// PMM - medic commander sounds
|
|
if (self->mass == 400)
|
|
gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(self, CHAN_WEAPON, commander_sound_hook_heal, 1, ATTN_NORM, 0);
|
|
}
|
|
}
|
|
|
|
// adjust start for beam origin being in middle of a segment
|
|
start += (f * 8);
|
|
|
|
// adjust end z for end spot since the monster is currently dead
|
|
end = self->enemy->s.origin;
|
|
end[2] = (self->enemy->absmin[2] + self->enemy->absmax[2]) / 2;
|
|
|
|
gi.WriteByte(svc_temp_entity);
|
|
gi.WriteByte(TE_MEDIC_CABLE_ATTACK);
|
|
gi.WriteEntity(self);
|
|
gi.WritePosition(start);
|
|
gi.WritePosition(end);
|
|
gi.multicast(self->s.origin, MULTICAST_PVS, false);
|
|
}
|
|
|
|
void medic_hook_retract(edict_t *self)
|
|
{
|
|
if (self->mass == 400)
|
|
gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
|
|
|
|
self->monsterinfo.aiflags &= ~AI_MEDIC;
|
|
|
|
if (self->oldenemy && self->oldenemy->inuse && self->oldenemy->health > 0)
|
|
{
|
|
self->enemy = self->oldenemy;
|
|
HuntTarget(self, false);
|
|
}
|
|
else
|
|
{
|
|
self->enemy = self->goalentity = nullptr;
|
|
self->oldenemy = nullptr;
|
|
if (!FindTarget(self))
|
|
{
|
|
// no valid enemy, so stop acting
|
|
self->monsterinfo.pausetime = HOLD_FOREVER;
|
|
self->monsterinfo.stand(self);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
mframe_t medic_frames_attackCable[] = {
|
|
// ROGUE - negated 36-40 so he scoots back from his target a little
|
|
// ROGUE - switched 33-36 to ai_charge
|
|
// ROGUE - changed frame 52 to 60 to compensate for changes in 36-40
|
|
// [Paril-KEX] started on 36 as they intended
|
|
{ ai_charge, -4.7f }, // 37
|
|
{ ai_charge, -5.f },
|
|
{ ai_charge, -6.f },
|
|
{ ai_charge, -4.f }, // 40
|
|
{ ai_charge, 0, monster_footstep },
|
|
{ ai_move, 0, medic_hook_launch }, // 42
|
|
{ ai_move, 0, medic_cable_attack }, // 43
|
|
{ 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 }, // 51
|
|
{ ai_move, 0, medic_hook_retract }, // 52
|
|
{ ai_move, -1.5f },
|
|
{ ai_move, -1.2f, monster_footstep },
|
|
{ ai_move, -3.f }
|
|
};
|
|
MMOVE_T(medic_move_attackCable) = { FRAME_attack37, FRAME_attack55, medic_frames_attackCable, medic_run };
|
|
|
|
void medic_start_spawn(edict_t *self)
|
|
{
|
|
gi.sound(self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0);
|
|
self->monsterinfo.nextframe = FRAME_attack48;
|
|
}
|
|
|
|
void medic_determine_spawn(edict_t *self)
|
|
{
|
|
vec3_t f, r, offset, startpoint, spawnpoint;
|
|
int count;
|
|
int num_success = 0;
|
|
|
|
AngleVectors(self->s.angles, f, r, nullptr);
|
|
|
|
int num_summoned;
|
|
self->monsterinfo.chosen_reinforcements = M_PickReinforcements(self, num_summoned);
|
|
|
|
for (count = 0; count < num_summoned; count++)
|
|
{
|
|
offset = reinforcement_position[count];
|
|
|
|
if (self->s.scale)
|
|
offset *= self->s.scale;
|
|
|
|
startpoint = M_ProjectFlashSource(self, offset, f, r);
|
|
// a little off the ground
|
|
startpoint[2] += 10 * (self->s.scale ? self->s.scale : 1.0f);
|
|
|
|
auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
|
|
|
|
if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
|
|
{
|
|
if (CheckGroundSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs, 256, -1))
|
|
{
|
|
num_success++;
|
|
// we found a spot, we're done here
|
|
count = num_summoned;
|
|
}
|
|
}
|
|
}
|
|
|
|
// see if we have any success by spinning around
|
|
if (num_success == 0)
|
|
{
|
|
for (count = 0; count < num_summoned; count++)
|
|
{
|
|
offset = reinforcement_position[count];
|
|
|
|
if (self->s.scale)
|
|
offset *= self->s.scale;
|
|
|
|
// check behind
|
|
offset[0] *= -1.0f;
|
|
offset[1] *= -1.0f;
|
|
startpoint = M_ProjectFlashSource(self, offset, f, r);
|
|
// a little off the ground
|
|
startpoint[2] += 10;
|
|
|
|
auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
|
|
|
|
if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
|
|
{
|
|
if (CheckGroundSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs, 256, -1))
|
|
{
|
|
num_success++;
|
|
// we found a spot, we're done here
|
|
count = num_summoned;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (num_success)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
|
|
self->ideal_yaw = anglemod(self->s.angles[YAW]) + 180;
|
|
if (self->ideal_yaw > 360.0f)
|
|
self->ideal_yaw -= 360.0f;
|
|
}
|
|
}
|
|
|
|
if (num_success == 0)
|
|
self->monsterinfo.nextframe = FRAME_attack53;
|
|
}
|
|
|
|
void medic_spawngrows(edict_t *self)
|
|
{
|
|
vec3_t f, r, offset, startpoint, spawnpoint;
|
|
int count;
|
|
int num_summoned; // should be 1, 3, or 5
|
|
int num_success = 0;
|
|
float current_yaw;
|
|
|
|
// if we've been directed to turn around
|
|
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
|
|
{
|
|
current_yaw = anglemod(self->s.angles[YAW]);
|
|
if (fabsf(current_yaw - self->ideal_yaw) > 0.1f)
|
|
{
|
|
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
|
|
return;
|
|
}
|
|
|
|
// done turning around
|
|
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
|
|
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
|
|
}
|
|
|
|
AngleVectors(self->s.angles, f, r, nullptr);
|
|
|
|
num_summoned = 0;
|
|
|
|
for (int32_t i = 0; i < MAX_REINFORCEMENTS; i++, num_summoned++)
|
|
if (self->monsterinfo.chosen_reinforcements[i] == 255)
|
|
break;
|
|
|
|
for (count = 0; count < num_summoned; count++)
|
|
{
|
|
offset = reinforcement_position[count];
|
|
|
|
if (self->s.scale)
|
|
offset *= self->s.scale;
|
|
|
|
startpoint = M_ProjectFlashSource(self, offset, f, r);
|
|
// a little off the ground
|
|
startpoint[2] += 10 * (self->s.scale ? self->s.scale : 1.0f);
|
|
|
|
auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
|
|
|
|
if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
|
|
{
|
|
if (CheckGroundSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs, 256, -1))
|
|
{
|
|
num_success++;
|
|
float radius = (reinforcement.maxs - reinforcement.mins).length() * 0.5f;
|
|
SpawnGrow_Spawn(spawnpoint + (reinforcement.mins + reinforcement.maxs), radius, radius * 2.f);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (num_success == 0)
|
|
self->monsterinfo.nextframe = FRAME_attack53;
|
|
}
|
|
|
|
void medic_finish_spawn(edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
vec3_t f, r, offset, startpoint, spawnpoint;
|
|
int count;
|
|
int num_summoned; // should be 1, 3, or 5
|
|
edict_t *designated_enemy;
|
|
|
|
AngleVectors(self->s.angles, f, r, nullptr);
|
|
|
|
num_summoned = 0;
|
|
|
|
for (int32_t i = 0; i < MAX_REINFORCEMENTS; i++, num_summoned++)
|
|
if (self->monsterinfo.chosen_reinforcements[i] == 255)
|
|
break;
|
|
|
|
for (count = 0; count < num_summoned; count++)
|
|
{
|
|
auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
|
|
offset = reinforcement_position[count];
|
|
|
|
if (self->s.scale)
|
|
offset *= self->s.scale;
|
|
|
|
startpoint = M_ProjectFlashSource(self, offset, f, r);
|
|
|
|
// a little off the ground
|
|
startpoint[2] += 10 * (self->s.scale ? self->s.scale : 1.0f);
|
|
|
|
ent = nullptr;
|
|
if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
|
|
{
|
|
if (CheckSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs))
|
|
ent = CreateGroundMonster(spawnpoint, self->s.angles, reinforcement.mins, reinforcement.maxs, reinforcement.classname, 256);
|
|
}
|
|
|
|
if (!ent)
|
|
continue;
|
|
|
|
if (ent->think)
|
|
{
|
|
ent->nextthink = level.time;
|
|
ent->think(ent);
|
|
}
|
|
|
|
ent->monsterinfo.aiflags |= AI_IGNORE_SHOTS | AI_DO_NOT_COUNT | AI_SPAWNED_MEDIC_C;
|
|
ent->monsterinfo.commander = self;
|
|
ent->monsterinfo.monster_slots = reinforcement.strength;
|
|
self->monsterinfo.monster_used += reinforcement.strength;
|
|
|
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
|
designated_enemy = self->oldenemy;
|
|
else
|
|
designated_enemy = self->enemy;
|
|
|
|
if (coop->integer)
|
|
{
|
|
designated_enemy = PickCoopTarget(ent);
|
|
if (designated_enemy)
|
|
{
|
|
// try to avoid using my enemy
|
|
if (designated_enemy == self->enemy)
|
|
{
|
|
designated_enemy = PickCoopTarget(ent);
|
|
if (!designated_enemy)
|
|
designated_enemy = self->enemy;
|
|
}
|
|
}
|
|
else
|
|
designated_enemy = self->enemy;
|
|
}
|
|
|
|
if ((designated_enemy) && (designated_enemy->inuse) && (designated_enemy->health > 0))
|
|
{
|
|
ent->enemy = designated_enemy;
|
|
FoundTarget(ent);
|
|
}
|
|
else
|
|
{
|
|
ent->enemy = nullptr;
|
|
ent->monsterinfo.stand(ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
mframe_t medic_frames_callReinforcements[] = {
|
|
// ROGUE - 33-36 now ai_charge
|
|
{ ai_charge, 2 }, // 33
|
|
{ ai_charge, 3 },
|
|
{ ai_charge, 5 },
|
|
{ ai_charge, 4.4f }, // 36
|
|
{ ai_charge, 4.7f },
|
|
{ ai_charge, 5 },
|
|
{ ai_charge, 6 },
|
|
{ ai_charge, 4 }, // 40
|
|
{ ai_charge, 0, monster_footstep },
|
|
{ ai_move, 0, medic_start_spawn }, // 42
|
|
{ ai_move }, // 43 -- 43 through 47 are skipped
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move },
|
|
{ ai_move, 0, medic_determine_spawn }, // 48
|
|
{ ai_charge, 0, medic_spawngrows }, // 49
|
|
{ ai_move }, // 50
|
|
{ ai_move }, // 51
|
|
{ ai_move, -15, medic_finish_spawn }, // 52
|
|
{ ai_move, -1.5f },
|
|
{ ai_move, -1.2f },
|
|
{ ai_move, -3, monster_footstep }
|
|
};
|
|
MMOVE_T(medic_move_callReinforcements) = { FRAME_attack33, FRAME_attack55, medic_frames_callReinforcements, medic_run };
|
|
|
|
MONSTERINFO_ATTACK(medic_attack) (edict_t *self) -> void
|
|
{
|
|
monster_done_dodge(self);
|
|
|
|
float enemy_range = range_to(self, self->enemy);
|
|
|
|
// signal from checkattack to spawn
|
|
if (self->monsterinfo.aiflags & AI_BLOCKED)
|
|
{
|
|
M_SetAnimation(self, &medic_move_callReinforcements);
|
|
self->monsterinfo.aiflags &= ~AI_BLOCKED;
|
|
}
|
|
|
|
float r = frandom();
|
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
|
{
|
|
if ((self->mass > 400) && (r > 0.8f) && M_SlotsLeft(self))
|
|
M_SetAnimation(self, &medic_move_callReinforcements);
|
|
else
|
|
M_SetAnimation(self, &medic_move_attackCable);
|
|
}
|
|
else
|
|
{
|
|
if (self->monsterinfo.attack_state == AS_BLIND)
|
|
{
|
|
M_SetAnimation(self, &medic_move_callReinforcements);
|
|
return;
|
|
}
|
|
if ((self->mass > 400) && (r > 0.2f) && (enemy_range > RANGE_MELEE) && M_SlotsLeft(self))
|
|
M_SetAnimation(self, &medic_move_callReinforcements);
|
|
else
|
|
M_SetAnimation(self, &medic_move_attackBlaster);
|
|
}
|
|
}
|
|
|
|
MONSTERINFO_CHECKATTACK(medic_checkattack) (edict_t *self) -> bool
|
|
{
|
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
|
{
|
|
// if our target went away
|
|
if ((!self->enemy) || (!self->enemy->inuse))
|
|
{
|
|
abortHeal(self, true, false, false);
|
|
return false;
|
|
}
|
|
|
|
// if we ran out of time, give up
|
|
if (self->timestamp < level.time)
|
|
{
|
|
abortHeal(self, true, false, true);
|
|
self->timestamp = 0_ms;
|
|
return false;
|
|
}
|
|
|
|
if (realrange(self, self->enemy) < MEDIC_MAX_HEAL_DISTANCE + 10)
|
|
{
|
|
medic_attack(self);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
self->monsterinfo.attack_state = AS_STRAIGHT;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (self->enemy->client && !visible(self, self->enemy) && M_SlotsLeft(self))
|
|
{
|
|
self->monsterinfo.attack_state = AS_BLIND;
|
|
return true;
|
|
}
|
|
|
|
// give a LARGE bias to spawning things when we have room
|
|
// use AI_BLOCKED as a signal to attack to spawn
|
|
if (self->monsterinfo.monster_slots && (frandom() < 0.8f) && (M_SlotsLeft(self) > self->monsterinfo.monster_slots * 0.8f) && (realrange(self, self->enemy) > 150))
|
|
{
|
|
self->monsterinfo.aiflags |= AI_BLOCKED;
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
return true;
|
|
}
|
|
|
|
// ROGUE
|
|
// since his idle animation looks kinda bad in combat, always attack
|
|
// when he's on a combat point
|
|
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
|
|
{
|
|
self->monsterinfo.attack_state = AS_MISSILE;
|
|
return true;
|
|
}
|
|
|
|
return M_CheckAttack(self);
|
|
}
|
|
|
|
void MedicCommanderCache()
|
|
{
|
|
gi.modelindex("models/items/spawngro3/tris.md2");
|
|
}
|
|
|
|
MONSTERINFO_DUCK(medic_duck) (edict_t *self, gtime_t eta) -> bool
|
|
{
|
|
// don't dodge if you're healing
|
|
if (self->monsterinfo.aiflags & AI_MEDIC)
|
|
return false;
|
|
|
|
if ((self->monsterinfo.active_move == &medic_move_attackHyperBlaster) ||
|
|
(self->monsterinfo.active_move == &medic_move_attackCable) ||
|
|
(self->monsterinfo.active_move == &medic_move_attackBlaster) ||
|
|
(self->monsterinfo.active_move == &medic_move_callReinforcements))
|
|
{
|
|
// he ignores skill
|
|
self->monsterinfo.unduck(self);
|
|
return false;
|
|
}
|
|
|
|
M_SetAnimation(self, &medic_move_duck);
|
|
|
|
return true;
|
|
}
|
|
|
|
MONSTERINFO_SIDESTEP(medic_sidestep) (edict_t *self) -> bool
|
|
{
|
|
if ((self->monsterinfo.active_move == &medic_move_attackHyperBlaster) ||
|
|
(self->monsterinfo.active_move == &medic_move_attackCable) ||
|
|
(self->monsterinfo.active_move == &medic_move_attackBlaster) ||
|
|
(self->monsterinfo.active_move == &medic_move_callReinforcements))
|
|
{
|
|
// if we're shooting, don't dodge
|
|
return false;
|
|
}
|
|
|
|
if (self->monsterinfo.active_move != &medic_move_run)
|
|
M_SetAnimation(self, &medic_move_run);
|
|
|
|
return true;
|
|
}
|
|
|
|
//===========
|
|
// PGM
|
|
MONSTERINFO_BLOCKED(medic_blocked) (edict_t *self, float dist) -> bool
|
|
{
|
|
if (blocked_checkplat(self, dist))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
// PGM
|
|
//===========
|
|
|
|
/*QUAKED monster_medic_commander (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
*/
|
|
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
|
|
model="models/monsters/medic/tris.md2"
|
|
*/
|
|
void SP_monster_medic(edict_t *self)
|
|
{
|
|
if ( !M_AllowSpawn( self ) ) {
|
|
G_FreeEdict( self );
|
|
return;
|
|
}
|
|
|
|
self->movetype = MOVETYPE_STEP;
|
|
self->solid = SOLID_BBOX;
|
|
self->s.modelindex = gi.modelindex("models/monsters/medic/tris.md2");
|
|
|
|
gi.modelindex("models/monsters/medic/gibs/chest.md2");
|
|
gi.modelindex("models/monsters/medic/gibs/gun.md2");
|
|
gi.modelindex("models/monsters/medic/gibs/head.md2");
|
|
gi.modelindex("models/monsters/medic/gibs/hook.md2");
|
|
gi.modelindex("models/monsters/medic/gibs/leg.md2");
|
|
|
|
self->mins = { -24, -24, -24 };
|
|
self->maxs = { 24, 24, 32 };
|
|
|
|
// PMM
|
|
if (strcmp(self->classname, "monster_medic_commander") == 0)
|
|
{
|
|
self->health = 600 * st.health_multiplier;
|
|
self->gib_health = -130;
|
|
self->mass = 600;
|
|
self->yaw_speed = 40; // default is 20
|
|
MedicCommanderCache();
|
|
}
|
|
else
|
|
{
|
|
// PMM
|
|
self->health = 300 * st.health_multiplier;
|
|
self->gib_health = -130;
|
|
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;
|
|
// pmm
|
|
self->monsterinfo.dodge = M_MonsterDodge;
|
|
self->monsterinfo.duck = medic_duck;
|
|
self->monsterinfo.unduck = monster_duck_up;
|
|
self->monsterinfo.sidestep = medic_sidestep;
|
|
self->monsterinfo.blocked = medic_blocked;
|
|
// pmm
|
|
self->monsterinfo.attack = medic_attack;
|
|
self->monsterinfo.melee = nullptr;
|
|
self->monsterinfo.sight = medic_sight;
|
|
self->monsterinfo.idle = medic_idle;
|
|
self->monsterinfo.search = medic_search;
|
|
self->monsterinfo.checkattack = medic_checkattack;
|
|
self->monsterinfo.setskin = medic_setskin;
|
|
|
|
gi.linkentity(self);
|
|
|
|
M_SetAnimation(self, &medic_move_stand);
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
walkmonster_start(self);
|
|
|
|
// PMM
|
|
self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
|
|
|
|
if (self->mass > 400)
|
|
{
|
|
self->s.skinnum = 2;
|
|
|
|
// commander sounds
|
|
commander_sound_idle1 = gi.soundindex("medic_commander/medidle.wav");
|
|
commander_sound_pain1 = gi.soundindex("medic_commander/medpain1.wav");
|
|
commander_sound_pain2 = gi.soundindex("medic_commander/medpain2.wav");
|
|
commander_sound_die = gi.soundindex("medic_commander/meddeth.wav");
|
|
commander_sound_sight = gi.soundindex("medic_commander/medsght.wav");
|
|
commander_sound_search = gi.soundindex("medic_commander/medsrch.wav");
|
|
commander_sound_hook_launch = gi.soundindex("medic_commander/medatck2c.wav");
|
|
commander_sound_hook_hit = gi.soundindex("medic_commander/medatck3a.wav");
|
|
commander_sound_hook_heal = gi.soundindex("medic_commander/medatck4a.wav");
|
|
commander_sound_hook_retract = gi.soundindex("medic_commander/medatck5a.wav");
|
|
commander_sound_spawn = gi.soundindex("medic_commander/monsterspawn1.wav");
|
|
gi.soundindex("tank/tnkatck3.wav");
|
|
|
|
const char *reinforcements = default_reinforcements;
|
|
|
|
if (!st.was_key_specified("monster_slots"))
|
|
self->monsterinfo.monster_slots = default_monster_slots_base;
|
|
if (st.was_key_specified("reinforcements"))
|
|
reinforcements = st.reinforcements;
|
|
|
|
if (self->monsterinfo.monster_slots && reinforcements && *reinforcements)
|
|
{
|
|
if (skill->integer)
|
|
self->monsterinfo.monster_slots += floor(self->monsterinfo.monster_slots * (skill->value / 2.f));
|
|
|
|
M_SetupReinforcements(reinforcements, self->monsterinfo.reinforcements);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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->s.skinnum = 0;
|
|
}
|
|
// pmm
|
|
}
|