quake2-rogue/g_sphere.c

790 lines
18 KiB
C

// g_sphere.c
// pmack
// april 1998
// defender - actively finds and shoots at enemies
// hunter - waits until < 25% health and vore ball tracks person who hurt you
// vengeance - kills person who killed you.
#include "g_local.h"
#define DEFENDER_LIFESPAN 30
#define HUNTER_LIFESPAN 30
#define VENGEANCE_LIFESPAN 30
#define MINIMUM_FLY_TIME 15
//#define MINIMUM_FLY_TIME 30
// FIXME - do we need to be calling ED_NewString at all?
extern char *ED_NewString (char *string);
void LookAtKiller (edict_t *self, edict_t *inflictor, edict_t *attacker);
void defender_think (edict_t *self);
void hunter_think (edict_t *self);
void vengeance_think (edict_t *self);
void vengeance_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
void hunter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
// *************************
// General Sphere Code
// *************************
// =================
// =================
void sphere_think_explode (edict_t *self)
{
if(self->owner && self->owner->client && !(self->spawnflags & SPHERE_DOPPLEGANGER))
{
self->owner->client->owned_sphere = NULL;
}
BecomeExplosion1 (self);
}
// =================
// sphere_explode
// =================
void sphere_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
// if(self->owner && self->owner->client)
// gi.cprintf(self->owner, PRINT_HIGH, "Sphere timed out\n");
// gi.dprintf("player died, blowing up\n");
sphere_think_explode (self);
}
// =================
// sphere_if_idle_die - if the sphere is not currently attacking, blow up.
// =================
void sphere_if_idle_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
if(!self->enemy)
{
// gi.dprintf("player died, blowing up\n");
sphere_think_explode(self);
}
}
// *************************
// Sphere Movement
// *************************
// =================
// =================
void sphere_fly (edict_t *self)
{
vec3_t dest;
vec3_t dir;
if(level.time >= self->wait)
{
// gi.dprintf("fly: timed out\n");
sphere_think_explode(self);
return;
}
VectorCopy (self->owner->s.origin, dest);
dest[2] = self->owner->absmax[2] + 4;
if(level.time == (float)(int)level.time)
{
if(!visible(self, self->owner))
{
VectorCopy(dest, self->s.origin);
gi.linkentity(self);
return;
}
}
VectorSubtract (dest, self->s.origin, dir);
VectorScale (dir, 5, self->velocity);
}
// =================
// =================
void sphere_chase (edict_t *self, int stupidChase)
{
vec3_t dest;
vec3_t dir;
float dist;
if(level.time >= self->wait || (self->enemy && self->enemy->health < 1))
{
sphere_think_explode(self);
return;
}
VectorCopy (self->enemy->s.origin, dest);
if(self->enemy->client)
dest[2] += self->enemy->viewheight;
if(visible(self, self->enemy) || stupidChase)
{
// if moving, hunter sphere uses active sound
if(!stupidChase)
self->s.sound = gi.soundindex ("spheres/h_active.wav");
VectorSubtract (dest, self->s.origin, dir);
VectorNormalize (dir);
vectoangles2(dir, self->s.angles);
VectorScale (dir, 500, self->velocity);
VectorCopy(dest, self->monsterinfo.saved_goal);
}
else if (VectorCompare (self->monsterinfo.saved_goal, vec3_origin))
{
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
dist = VectorNormalize(dir);
vectoangles2(dir, self->s.angles);
// if lurking, hunter sphere uses lurking sound
self->s.sound = gi.soundindex ("spheres/h_lurk.wav");
VectorClear (self->velocity);
}
else
{
VectorSubtract(self->monsterinfo.saved_goal, self->s.origin, dir);
dist = VectorNormalize(dir);
if(dist > 1)
{
vectoangles2(dir, self->s.angles);
if(dist > 500)
VectorScale(dir, 500, self->velocity);
else if (dist < 20)
VectorScale(dir, (dist / FRAMETIME), self->velocity);
else
VectorScale(dir, dist, self->velocity);
// if moving, hunter sphere uses active sound
if(!stupidChase)
self->s.sound = gi.soundindex ("spheres/h_active.wav");
}
else
{
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
dist = VectorNormalize(dir);
vectoangles2(dir, self->s.angles);
// if not moving, hunter sphere uses lurk sound
if(!stupidChase)
self->s.sound = gi.soundindex ("spheres/h_lurk.wav");
VectorClear(self->velocity);
}
}
}
// *************************
// Attack related stuff
// *************************
// =================
// =================
void sphere_fire (edict_t *self, edict_t *enemy)
{
vec3_t dest;
vec3_t dir;
if(level.time >= self->wait || !enemy)
{
sphere_think_explode(self);
return;
}
VectorCopy (enemy->s.origin, dest);
self->s.effects |= EF_ROCKET;
VectorSubtract (dest, self->s.origin, dir);
VectorNormalize (dir);
vectoangles2 ( dir, self->s.angles );
VectorScale (dir, 1000, self->velocity);
self->touch = vengeance_touch;
self->think = sphere_think_explode;
self->nextthink = self->wait;
}
// =================
// =================
void sphere_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf, int mod)
{
if(self->spawnflags & SPHERE_DOPPLEGANGER)
{
if (other == self->teammaster)
return;
self->takedamage = DAMAGE_NO;
self->owner = self->teammaster;
self->teammaster = NULL;
}
else
{
if (other == self->owner)
return;
// PMM - don't blow up on bodies
if (!strcmp(other->classname, "bodyque"))
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (other->takedamage)
{
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal,
10000, 1, DAMAGE_DESTROY_ARMOR, mod);
}
else
{
T_RadiusDamage (self, self->owner, 512, self->owner, 256, mod);
}
sphere_think_explode (self);
}
// =================
// =================
void vengeance_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if(self->spawnflags & SPHERE_DOPPLEGANGER)
sphere_touch (self, other, plane, surf, MOD_DOPPLE_VENGEANCE);
else
sphere_touch (self, other, plane, surf, MOD_VENGEANCE_SPHERE);
}
// =================
// =================
void hunter_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
edict_t *owner;
// don't blow up if you hit the world.... sheesh.
if(other==world)
return;
if(self->owner)
{
// if owner is flying with us, make sure they stop too.
owner=self->owner;
if(owner->flags & FL_SAM_RAIMI)
{
VectorClear(owner->velocity);
owner->movetype = MOVETYPE_NONE;
gi.linkentity(owner);
}
}
if(self->spawnflags & SPHERE_DOPPLEGANGER)
sphere_touch (self, other, plane, surf, MOD_DOPPLE_HUNTER);
else
sphere_touch (self, other, plane, surf, MOD_HUNTER_SPHERE);
}
// =================
// =================
void defender_shoot (edict_t *self, edict_t *enemy)
{
vec3_t dir;
vec3_t start;
if(!(enemy->inuse) || enemy->health <= 0)
return;
if(enemy == self->owner)
return;
VectorSubtract (enemy->s.origin, self->s.origin, dir);
VectorNormalize (dir);
if(self->monsterinfo.attack_finished > level.time)
return;
if(!visible(self, self->enemy))
return;
VectorCopy(self->s.origin, start);
start[2] += 2;
fire_blaster2 (self->owner, start, dir, 10, 1000, EF_BLASTER, 0);
self->monsterinfo.attack_finished = level.time + 0.4;
}
// *************************
// Activation Related Stuff
// *************************
// =================
// =================
void body_gib (edict_t *self)
{
int n;
gi.sound (self, CHAN_BODY, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 50, GIB_ORGANIC);
ThrowGib (self, "models/objects/gibs/skull/tris.md2", 50, GIB_ORGANIC);
}
// =================
// =================
void hunter_pain (edict_t *self, edict_t *other, float kick, int damage)
{
edict_t *owner;
float dist;
vec3_t dir;
if(self->enemy)
return;
owner = self->owner;
if(!(self->spawnflags & SPHERE_DOPPLEGANGER))
{
if(owner && (owner->health > 0))
return;
//PMM
if(other == owner)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("hunter: won't get mad at my owner!\n");
return;
}
//pmm
}
else
{
// if fired by a doppleganger, set it to 10 second timeout
self->wait = level.time + MINIMUM_FLY_TIME;
}
if((self->wait - level.time) < MINIMUM_FLY_TIME)
self->wait = level.time + MINIMUM_FLY_TIME;
self->s.effects |= EF_BLASTER | EF_TRACKER;
self->touch = hunter_touch;
self->enemy = other;
// if(g_showlogic && g_showlogic->value)
// gi.dprintf("hunter_pain: mad at %s\n", other->classname);
// if we're not owned by a player, no sam raimi
// if we're spawned by a doppleganger, no sam raimi
if((self->spawnflags & SPHERE_DOPPLEGANGER) || !(owner && owner->client))
return;
// sam raimi cam is disabled if FORCE_RESPAWN is set.
// sam raimi cam is also disabled if huntercam->value is 0.
if(!((int)dmflags->value & DF_FORCE_RESPAWN) && (huntercam && (huntercam->value)))
{
VectorSubtract(other->s.origin, self->s.origin, dir);
dist=VectorLength(dir);
if(owner && (dist >= 192))
{
// detach owner from body and send him flying
owner->movetype = MOVETYPE_FLYMISSILE;
// gib like we just died, even though we didn't, really.
body_gib(owner);
// move the sphere to the owner's current viewpoint.
// we know it's a valid spot (or will be momentarily)
VectorCopy(owner->s.origin, self->s.origin);
self->s.origin[2] += owner->viewheight;
// move the player's origin to the sphere's new origin
VectorCopy(self->s.origin, owner->s.origin);
VectorCopy(self->s.angles, owner->s.angles);
VectorCopy(self->s.angles, owner->client->v_angle);
VectorClear(owner->mins);
VectorClear(owner->maxs);
VectorSet(owner->mins, -5, -5, -5);
VectorSet(owner->maxs, 5, 5, 5);
owner->client->ps.fov = 140;
owner->s.modelindex = 0;
owner->s.modelindex2 = 0;
owner->viewheight = 8;
owner->solid = SOLID_NOT;
owner->flags |= FL_SAM_RAIMI;
gi.linkentity(owner);
// PMM - set bounding box so we don't clip out of world
// VectorSet(self->mins, -5, -5, -5);
// VectorSet(self->maxs, 5, 5, 5);
self->solid = SOLID_BBOX;
gi.linkentity (self);
}
// else
// gi.dprintf("too close for sam raimi cam\n");
}
}
// =================
// =================
void defender_pain (edict_t *self, edict_t *other, float kick, int damage)
{
//PMM
if(other == self->owner)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("defender: won't get mad at my owner!\n");
return;
}
//pmm
self->enemy = other;
}
// =================
// =================
void vengeance_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if(self->enemy)
return;
if(!(self->spawnflags & SPHERE_DOPPLEGANGER))
{
if(self->owner->health >= 25)
return;
//PMM
if(other == self->owner)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("vengeance: won't get mad at my owner!\n");
return;
}
//pmm
}
else
{
self->wait = level.time + MINIMUM_FLY_TIME;
}
if((self->wait - level.time) < MINIMUM_FLY_TIME)
self->wait = level.time + MINIMUM_FLY_TIME;
self->s.effects |= EF_ROCKET;
self->touch = vengeance_touch;
self->enemy = other;
}
// *************************
// Think Functions
// *************************
// ===================
// ===================
void defender_think (edict_t *self)
{
if(!self->owner)
{
// gi.dprintf("think: no owner\n");
G_FreeEdict(self);
return;
}
// if we've exited the level, just remove ourselves.
if (level.intermissiontime)
{
sphere_think_explode(self);
return;
}
if(self->owner->health <=0)
{
sphere_think_explode(self);
return;
}
// if(level.time - self->timestamp > 1)
// {
// gi.sound (self, CHAN_VOICE, gi.soundindex ("powerup/dsphere.wav"), 0.6, ATTN_NORM, 0);
// self->timestamp = level.time;
// }
self->s.frame++;
if(self->s.frame>19)
self->s.frame = 0;
if(self->enemy)
{
if(self->enemy->health > 0)
{
// gi.dprintf( "shooting at %s\n", self->enemy->classname);
defender_shoot (self, self->enemy);
}
else
self->enemy = NULL;
}
// else
// {
// self->ideal_yaw+=3;
// M_ChangeYaw (self);
// }
sphere_fly (self);
if(self->inuse)
self->nextthink = level.time + 0.1;
}
// =================
// =================
void hunter_think (edict_t *self)
{
edict_t *owner;
vec3_t dir, ang;
// if we've exited the level, just remove ourselves.
if (level.intermissiontime)
{
sphere_think_explode(self);
return;
}
owner = self->owner;
if(!owner && !(self->spawnflags & SPHERE_DOPPLEGANGER))
{
// gi.dprintf("think: no owner\n");
G_FreeEdict(self);
return;
}
if(owner)
self->ideal_yaw = owner->s.angles[YAW];
else if(self->enemy) // fired by doppleganger
{
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
vectoangles2(dir, ang);
self->ideal_yaw = ang[YAW];
}
M_ChangeYaw(self);
// if(level.time - self->timestamp > 1)
// {
// gi.sound (self, CHAN_VOICE, gi.soundindex ("powerup/hsphere.wav"), 0.5, ATTN_NORM, 0);
// self->timestamp = level.time;
// }
if(self->enemy)
{
sphere_chase (self, 0);
// deal with sam raimi cam
if(owner && (owner->flags & FL_SAM_RAIMI))
{
if(self->inuse)
{
owner->movetype = MOVETYPE_FLYMISSILE;
// VectorCopy(self->s.angles, owner->s.angles);
// VectorCopy(self->s.angles, owner->client->v_angle);
LookAtKiller (owner, self, self->enemy);
// owner->viewheight = 22;
// owner->client->v_angle[YAW]+=5;
// owner is flying with us, move him too
owner->movetype = MOVETYPE_FLYMISSILE;
owner->viewheight = self->s.origin[2] - owner->s.origin[2];
// VectorCopy(self->s.angles, owner->s.angles);
// VectorCopy(self->s.angles, owner->client->v_angle);
VectorCopy(self->s.origin, owner->s.origin);
VectorCopy(self->velocity, owner->velocity);
VectorClear(owner->mins);
VectorClear(owner->maxs);
gi.linkentity(owner);
}
else // sphere timed out
{
VectorClear(owner->velocity);
owner->movetype = MOVETYPE_NONE;
gi.linkentity(owner);
}
}
}
else
{
// self->ideal_yaw+=3;
// M_ChangeYaw (self);
sphere_fly (self);
}
if(self->inuse)
self->nextthink = level.time + 0.1;
}
// =================
// =================
void vengeance_think (edict_t *self)
{
// if we've exited the level, just remove ourselves.
if (level.intermissiontime)
{
sphere_think_explode(self);
return;
}
if(!(self->owner) && !(self->spawnflags & SPHERE_DOPPLEGANGER))
{
// gi.dprintf("think: no owner\n");
G_FreeEdict(self);
return;
}
// if(level.time - self->timestamp > 1)
// {
// gi.sound (self, CHAN_VOICE, gi.soundindex ("powerup/vsphere.wav"), 0.5, ATTN_NORM, 0);
// self->timestamp = level.time;
// }
if(self->enemy)
{
// sphere_fire (self, self->owner->enemy);
sphere_chase (self, 1);
}
else
sphere_fly (self);
if(self->inuse)
self->nextthink = level.time + 0.1;
}
// *************************
// Spawning / Creation
// *************************
// monsterinfo_t
// =================
// =================
edict_t *Sphere_Spawn (edict_t *owner, int spawnflags)
{
edict_t *sphere;
sphere = G_Spawn();
VectorCopy(owner->s.origin, sphere->s.origin);
sphere->s.origin[2] = owner->absmax[2];
sphere->s.angles[YAW] = owner->s.angles[YAW];
sphere->solid = SOLID_BBOX;
sphere->clipmask = MASK_SHOT;
sphere->s.renderfx = RF_FULLBRIGHT | RF_IR_VISIBLE;
sphere->movetype = MOVETYPE_FLYMISSILE;
if(spawnflags & SPHERE_DOPPLEGANGER)
sphere->teammaster = owner->teammaster;
else
sphere->owner = owner;
sphere->classname = "sphere";
sphere->yaw_speed = 40;
sphere->monsterinfo.attack_finished = 0;
sphere->spawnflags = spawnflags; // need this for the HUD to recognize sphere
//PMM
sphere->takedamage = DAMAGE_NO;
switch(spawnflags & SPHERE_TYPE)
{
case SPHERE_DEFENDER:
sphere->s.modelindex = gi.modelindex("models/items/defender/tris.md2");
// PMM - this doesn't work, causes problems with other stuff
// sphere->s.modelindex2 = gi.modelindex("models/items/shell/tris.md2") | 0x80;
sphere->s.modelindex2 = gi.modelindex("models/items/shell/tris.md2");
sphere->s.sound = gi.soundindex ("spheres/d_idle.wav");
sphere->pain = defender_pain;
sphere->wait = level.time + DEFENDER_LIFESPAN;
sphere->die = sphere_explode;
sphere->think = defender_think;
break;
case SPHERE_HUNTER:
sphere->s.modelindex = gi.modelindex("models/items/hunter/tris.md2");
sphere->s.sound = gi.soundindex ("spheres/h_idle.wav");
sphere->wait = level.time + HUNTER_LIFESPAN;
sphere->pain = hunter_pain;
sphere->die = sphere_if_idle_die;
sphere->think = hunter_think;
break;
case SPHERE_VENGEANCE:
sphere->s.modelindex = gi.modelindex("models/items/vengnce/tris.md2");
sphere->s.sound = gi.soundindex ("spheres/v_idle.wav");
sphere->wait = level.time + VENGEANCE_LIFESPAN;
sphere->pain = vengeance_pain;
sphere->die = sphere_if_idle_die;
sphere->think = vengeance_think;
VectorSet (sphere->avelocity, 30, 30, 0);
break;
default:
gi.dprintf("Tried to create an invalid sphere\n");
G_FreeEdict(sphere);
return NULL;
}
sphere->nextthink = level.time + 0.1;
gi.linkentity (sphere);
return sphere;
}
// =================
// Own_Sphere - attach the sphere to the client so we can
// directly access it later
// =================
void Own_Sphere (edict_t *self, edict_t *sphere)
{
if(!sphere)
return;
// ownership only for players
if(self->client)
{
// if they don't have one
if(!(self->client->owned_sphere))
{
self->client->owned_sphere = sphere;
}
// they already have one, take care of the old one
else
{
if(self->client->owned_sphere->inuse)
{
G_FreeEdict(self->client->owned_sphere);
self->client->owned_sphere = sphere;
}
else
{
self->client->owned_sphere = sphere;
}
}
}
}
// =================
// =================
void Defender_Launch (edict_t *self)
{
edict_t *sphere;
sphere = Sphere_Spawn (self, SPHERE_DEFENDER);
Own_Sphere (self, sphere);
}
// =================
// =================
void Hunter_Launch (edict_t *self)
{
edict_t *sphere;
sphere = Sphere_Spawn (self, SPHERE_HUNTER);
Own_Sphere (self, sphere);
}
// =================
// =================
void Vengeance_Launch (edict_t *self)
{
edict_t *sphere;
sphere = Sphere_Spawn (self, SPHERE_VENGEANCE);
Own_Sphere (self, sphere);
}