quake2-rogue/m_stalker.c

1215 lines
28 KiB
C

/*
==============================================================================
stalker
==============================================================================
*/
#include "g_local.h"
#include "m_stalker.h"
#include <float.h>
static int sound_pain;
static int sound_die;
static int sound_sight;
static int sound_punch_hit1;
static int sound_punch_hit2;
static int sound_idle;
int stalker_do_pounce(edict_t *self, vec3_t dest);
void stalker_stand (edict_t *self);
void stalker_run (edict_t *self);
void stalker_walk (edict_t *self);
void stalker_jump (edict_t *self);
void stalker_dodge_jump (edict_t *self);
void stalker_swing_check_l (edict_t *self);
void stalker_swing_check_r (edict_t *self);
void stalker_swing_attack (edict_t *self);
void stalker_jump_straightup (edict_t *self);
void stalker_jump_wait_land (edict_t *self);
void stalker_false_death (edict_t *self);
void stalker_false_death_start (edict_t *self);
qboolean stalker_ok_to_transition (edict_t *self);
#define STALKER_ON_CEILING(ent) ( ent->gravityVector[2] > 0 ? 1 : 0 )
//extern qboolean SV_StepDirection (edict_t *ent, float yaw, float dist);
extern qboolean SV_PointCloseEnough (edict_t *ent, vec3_t goal, float dist);
extern void drawbbox(edict_t *self);
//=========================
//=========================
qboolean stalker_ok_to_transition (edict_t *self)
{
trace_t trace;
vec3_t pt, start;
float max_dist;
float margin;
float end_height;
if(STALKER_ON_CEILING(self))
{
max_dist = -384;
margin = self->mins[2] - 8;
}
else
{
// her stalkers are just better
if (self->monsterinfo.aiflags & AI_SPAWNED_WIDOW)
max_dist = 256;
else
max_dist = 180;
margin = self->maxs[2] + 8;
}
VectorCopy(self->s.origin, pt);
pt[2] += max_dist;
trace = gi.trace (self->s.origin, self->mins, self->maxs, pt, self, MASK_MONSTERSOLID);
if(trace.fraction == 1.0 ||
!(trace.contents & CONTENTS_SOLID) ||
(trace.ent != world))
{
if(STALKER_ON_CEILING(self))
{
if(trace.plane.normal[2] < 0.9)
return false;
}
else
{
if(trace.plane.normal[2] > -0.9)
return false;
}
}
// gi.dprintf("stalker_check_pt: main check ok\n");
end_height = trace.endpos[2];
// check the four corners, tracing only to the endpoint of the center trace (vertically).
pt[0] = self->absmin[0];
pt[1] = self->absmin[1];
pt[2] = trace.endpos[2] + margin; // give a little margin of error to allow slight inclines
VectorCopy(pt, start);
start[2] = self->s.origin[2];
trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != world))
{
// gi.dprintf("stalker_check_pt: absmin/absmin failed\n");
return false;
}
if(abs(end_height + margin - trace.endpos[2]) > 8)
return false;
pt[0] = self->absmax[0];
pt[1] = self->absmin[1];
VectorCopy(pt, start);
start[2] = self->s.origin[2];
trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != world))
{
// gi.dprintf("stalker_check_pt: absmax/absmin failed\n");
return false;
}
if(abs(end_height + margin - trace.endpos[2]) > 8)
return false;
pt[0] = self->absmax[0];
pt[1] = self->absmax[1];
VectorCopy(pt, start);
start[2] = self->s.origin[2];
trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != world))
{
// gi.dprintf("stalker_check_pt: absmax/absmax failed\n");
return false;
}
if(abs(end_height + margin - trace.endpos[2]) > 8)
return false;
pt[0] = self->absmin[0];
pt[1] = self->absmax[1];
VectorCopy(pt, start);
start[2] = self->s.origin[2];
trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != world))
{
// gi.dprintf("stalker_check_pt: absmin/absmax failed\n");
return false;
}
if(abs(end_height + margin - trace.endpos[2]) > 8)
return false;
return true;
}
//=========================
//=========================
void stalker_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
}
// ******************
// IDLE
// ******************
void stalker_idle_noise (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_idle, 0.5, ATTN_IDLE, 0);
}
mframe_t stalker_frames_idle [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, stalker_idle_noise,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t stalker_move_idle = {FRAME_idle01, FRAME_idle21, stalker_frames_idle, stalker_stand};
mframe_t stalker_frames_idle2 [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t stalker_move_idle2 = {FRAME_idle201, FRAME_idle213, stalker_frames_idle2, stalker_stand};
void stalker_idle (edict_t *self)
{
if (random() < 0.35)
self->monsterinfo.currentmove = &stalker_move_idle;
else
self->monsterinfo.currentmove = &stalker_move_idle2;
}
// ******************
// STAND
// ******************
mframe_t stalker_frames_stand [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, stalker_idle_noise,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t stalker_move_stand = {FRAME_idle01, FRAME_idle21, stalker_frames_stand, stalker_stand};
void stalker_stand (edict_t *self)
{
if (random() < 0.25)
self->monsterinfo.currentmove = &stalker_move_stand;
else
self->monsterinfo.currentmove = &stalker_move_idle2;
}
// ******************
// RUN
// ******************
mframe_t stalker_frames_run [] =
{
ai_run, 13, NULL,
ai_run, 17, NULL,
ai_run, 21, NULL,
ai_run, 18, NULL
/* ai_run, 15, NULL,
ai_run, 20, NULL,
ai_run, 18, NULL,
ai_run, 14, NULL*/
};
mmove_t stalker_move_run = {FRAME_run01, FRAME_run04, stalker_frames_run, NULL};
void stalker_run (edict_t *self)
{
// gi.dprintf("stalker_run %5.1f\n", level.time);
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &stalker_move_stand;
else
self->monsterinfo.currentmove = &stalker_move_run;
}
// ******************
// WALK
// ******************
mframe_t stalker_frames_walk [] =
{
ai_walk, 4, NULL,
ai_walk, 6, NULL,
ai_walk, 8, NULL,
ai_walk, 5, NULL,
ai_walk, 4, NULL,
ai_walk, 6, NULL,
ai_walk, 8, NULL,
ai_walk, 4, NULL
};
mmove_t stalker_move_walk = {FRAME_walk01, FRAME_walk08, stalker_frames_walk, stalker_walk};
void stalker_walk (edict_t *self)
{
// gi.dprintf("stalker_walk\n");
self->monsterinfo.currentmove = &stalker_move_walk;
}
// ******************
// false death
// ******************
mframe_t stalker_frames_reactivate [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t stalker_move_false_death_end = { FRAME_reactive01, FRAME_reactive04, stalker_frames_reactivate, stalker_run };
void stalker_reactivate (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_STAND_GROUND;
self->monsterinfo.currentmove = &stalker_move_false_death_end;
}
void stalker_heal (edict_t *self)
{
if(skill->value == 2)
self->health+=2;
else if(skill->value == 3)
self->health+=3;
else
self->health++;
// gi.dprintf("stalker_heal: %d\n", self->health);
if(self->health > (self->max_health/2))
self->s.skinnum = 0;
if(self->health >= self->max_health)
{
self->health = self->max_health;
stalker_reactivate(self);
}
}
mframe_t stalker_frames_false_death [] =
{
ai_move, 0, stalker_heal,
ai_move, 0, stalker_heal,
ai_move, 0, stalker_heal,
ai_move, 0, stalker_heal,
ai_move, 0, stalker_heal,
ai_move, 0, stalker_heal,
ai_move, 0, stalker_heal,
ai_move, 0, stalker_heal,
ai_move, 0, stalker_heal,
ai_move, 0, stalker_heal
};
mmove_t stalker_move_false_death = {FRAME_twitch01, FRAME_twitch10, stalker_frames_false_death, stalker_false_death};
void stalker_false_death (edict_t *self)
{
self->monsterinfo.currentmove = &stalker_move_false_death;
}
mframe_t stalker_frames_false_death_start [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
};
mmove_t stalker_move_false_death_start = {FRAME_death01, FRAME_death09, stalker_frames_false_death_start, stalker_false_death};
void stalker_false_death_start (edict_t *self)
{
self->s.angles[2] = 0;
VectorSet(self->gravityVector, 0, 0, -1);
self->monsterinfo.aiflags |= AI_STAND_GROUND;
self->monsterinfo.currentmove = &stalker_move_false_death_start;
}
// ******************
// PAIN
// ******************
mframe_t stalker_frames_pain [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t stalker_move_pain = {FRAME_pain01, FRAME_pain04, stalker_frames_pain, stalker_run};
void stalker_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->deadflag == DEAD_DEAD)
return;
if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1;
}
if (skill->value == 3)
return; // no pain anims in nightmare
// if (self->monsterinfo.aiflags & AI_DODGING)
// monster_done_dodge (self);
if (self->groundentity == NULL)
return;
// if we're reactivating or false dying, ignore the pain.
if (self->monsterinfo.currentmove == &stalker_move_false_death_end ||
self->monsterinfo.currentmove == &stalker_move_false_death_start )
return;
if (self->monsterinfo.currentmove == &stalker_move_false_death)
{
stalker_reactivate(self);
return;
}
if ((self->health > 0) && (self->health < (self->max_health / 4)))
{
if(random() < (0.2 * skill->value))
{
if( !STALKER_ON_CEILING(self) || stalker_ok_to_transition(self) )
{
// gi.dprintf("starting false death sequence\n");
stalker_false_death_start(self);
return;
}
}
}
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
// gi.dprintf("stalker_pain\n");
if (damage > 10) // don't react unless the damage was significant
{
// stalker should dodge jump periodically to help avoid damage.
if(self->groundentity && (random() < 0.5))
stalker_dodge_jump(self);
else
self->monsterinfo.currentmove = &stalker_move_pain;
gi.sound (self, CHAN_WEAPON, sound_pain, 1, ATTN_NORM, 0);
}
}
// ******************
// STALKER ATTACK
// ******************
//extern qboolean infront (edict_t *self, edict_t *other);
void stalker_shoot_attack (edict_t *self)
{
vec3_t offset, start, f, r, dir;
vec3_t end;
float time, dist;
trace_t trace;
if(!has_valid_enemy(self))
return;
if(self->groundentity && random() < 0.33)
{
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
dist = VectorLength (dir);
if((dist > 256) || (random() < 0.5))
stalker_do_pounce(self, self->enemy->s.origin);
else
stalker_jump_straightup (self);
}
// FIXME -- keep this but use a custom one
// if (!infront(self, self->enemy))
// return;
AngleVectors (self->s.angles, f, r, NULL);
VectorSet (offset, 24, 0, 6);
G_ProjectSource (self->s.origin, offset, f, r, start);
VectorSubtract(self->enemy->s.origin, start, dir);
if(random() < (0.20 + 0.1 * skill->value))
{
dist = VectorLength(dir);
time = dist / 1000;
VectorMA(self->enemy->s.origin, time, self->enemy->velocity, end);
VectorSubtract(end, start, dir);
}
else
VectorCopy(self->enemy->s.origin, end);
trace = gi.trace(start, vec3_origin, vec3_origin, end, self, MASK_SHOT);
if(trace.ent == self->enemy || trace.ent == world)
monster_fire_blaster2(self, start, dir, 15, 800, MZ2_STALKER_BLASTER, EF_BLASTER);
// else
// gi.dprintf("blocked by entity %s\n", trace.ent->classname);
}
void stalker_shoot_attack2 (edict_t *self)
{
// if (random() < (0.4+(float)skill->value))
// stalker_shoot_attack (self);
if (random() < (0.4 + (0.1 * (float)skill->value)))
stalker_shoot_attack (self);
}
mframe_t stalker_frames_shoot [] =
{
ai_charge, 13, NULL,
ai_charge, 17, stalker_shoot_attack,
ai_charge, 21, NULL,
ai_charge, 18, stalker_shoot_attack2
};
mmove_t stalker_move_shoot = {FRAME_run01, FRAME_run04, stalker_frames_shoot, stalker_run};
void stalker_attack_ranged (edict_t *self)
{
if(!has_valid_enemy(self))
return;
// PMM - circle strafe stuff
if (random() > (1.0 - (0.5/(float)(skill->value))))
{
self->monsterinfo.attack_state = AS_STRAIGHT;
}
else
{
if (random () <= 0.5) // switch directions
self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
self->monsterinfo.attack_state = AS_SLIDING;
}
self->monsterinfo.currentmove = &stalker_move_shoot;
}
// ******************
// close combat
// ******************
void stalker_swing_attack (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, 0, 0);
if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
if (self->s.frame < FRAME_attack08)
gi.sound (self, CHAN_WEAPON, sound_punch_hit2, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_WEAPON, sound_punch_hit1, 1, ATTN_NORM, 0);
}
mframe_t stalker_frames_swing_l [] =
{
ai_charge, 2, NULL,
ai_charge, 4, NULL,
ai_charge, 6, NULL,
ai_charge, 10, NULL,
ai_charge, 5, stalker_swing_attack,
ai_charge, 5, NULL,
ai_charge, 5, NULL,
ai_charge, 5, NULL // stalker_swing_check_l
};
mmove_t stalker_move_swing_l = {FRAME_attack01, FRAME_attack08, stalker_frames_swing_l, stalker_run};
mframe_t stalker_frames_swing_r [] =
{
ai_charge, 4, NULL,
ai_charge, 6, NULL,
ai_charge, 6, stalker_swing_attack,
ai_charge, 10, NULL,
ai_charge, 5, NULL // stalker_swing_check_r
};
mmove_t stalker_move_swing_r = {FRAME_attack11, FRAME_attack15, stalker_frames_swing_r, stalker_run};
void stalker_attack_melee (edict_t *self)
{
if(!has_valid_enemy(self))
return;
if(random() < 0.5)
{
self->monsterinfo.currentmove = &stalker_move_swing_l;
}
else
{
self->monsterinfo.currentmove = &stalker_move_swing_r;
}
}
// ******************
// POUNCE
// ******************
#define PI 3.14159
#define RAD2DEG(x) (x * (float)180.0 / (float)PI)
#define DEG2RAD(x) (x * (float)PI / (float)180.0)
#define FAUX_GRAVITY 800.0
// ====================
// ====================
void calcJumpAngle(vec3_t start, vec3_t end, float velocity, vec3_t angles)
{
float distV, distH;
float one, cosU;
float l, U;
vec3_t dist;
VectorSubtract(end, start, dist);
distH = (float)sqrt(dist[0]*dist[0] + dist[1]*dist[1]);
distV = dist[2];
if(distV < 0)
distV = 0 - distV;
if(distV)
{
l = (float) sqrt(distH*distH + distV*distV);
U = (float) atan(distV / distH);
if(dist[2] > 0)
U = (float)0.0 - U;
angles[2] = 0.0;
cosU = (float)cos(U);
one = l * FAUX_GRAVITY * (cosU * cosU);
one = one / (velocity * velocity);
one = one - (float)sin(U);
// one = ((l * FAUX_GRAVITY * (cosU * cosU)) / (velocity * velocity)) - (float)sin(U);
angles[0] = (float)asin(one);
if(_isnan(angles[0]))
angles[2] = 1.0;
angles[1] = (float)PI - angles[0];
if(_isnan(angles[1]))
angles[2] = 1.0;
angles[0] = RAD2DEG ( (angles[0] - U) / 2.0 );
angles[1] = RAD2DEG ( (angles[1] - U) / 2.0 );
}
else
{
l = (float) sqrt(distH*distH + distV*distV);
angles[2] = 0.0;
one = l * FAUX_GRAVITY;
one = one / (velocity * velocity);
angles[0] = (float)asin(one);
if(_isnan(angles[0]))
angles[2] = 1.0;
angles[1] = (float)PI - angles[0];
if(_isnan(angles[1]))
angles[2] = 1.0;
angles[0] = RAD2DEG ( (angles[0]) / 2.0 );
angles[1] = RAD2DEG ( (angles[1]) / 2.0 );
}
}
// ====================
// ====================
int stalker_check_lz (edict_t *self, edict_t *target, vec3_t dest)
{
vec3_t jumpLZ;
if( (gi.pointcontents (dest) & MASK_WATER) || (target->waterlevel))
{
// gi.dprintf ("you won't make me jump in water!\n");
return false;
}
if( !target->groundentity )
{
// gi.dprintf( "I'll wait until you land..\n");
return false;
}
// check under the player's four corners
// if they're not solid, bail.
jumpLZ[0] = self->enemy->mins[0];
jumpLZ[1] = self->enemy->mins[1];
jumpLZ[2] = self->enemy->mins[2] - 0.25;
if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
return false;
jumpLZ[0] = self->enemy->maxs[0];
jumpLZ[1] = self->enemy->mins[1];
if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
return false;
jumpLZ[0] = self->enemy->maxs[0];
jumpLZ[1] = self->enemy->maxs[1];
if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
return false;
jumpLZ[0] = self->enemy->mins[0];
jumpLZ[1] = self->enemy->maxs[1];
if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
return false;
return true;
}
// ====================
// ====================
int stalker_do_pounce(edict_t *self, vec3_t dest)
{
vec3_t forward, right;
vec3_t dist;
vec_t length;
vec3_t jumpAngles;
vec3_t jumpLZ;
float velocity = 400.1;
trace_t trace;
int preferHighJump;
// don't pounce when we're on the ceiling
if(STALKER_ON_CEILING(self))
return false;
if(!stalker_check_lz (self, self->enemy, dest))
return false;
VectorSubtract(dest, self->s.origin, dist);
// make sure we're pointing in that direction 15deg margin of error.
vectoangles2 (dist, jumpAngles);
if(abs(jumpAngles[YAW] - self->s.angles[YAW]) > 45)
return false; // not facing the player...
self->ideal_yaw = jumpAngles[YAW];
M_ChangeYaw(self);
length = VectorLength(dist);
if(length > 450)
return false; // can't jump that far...
VectorCopy(dest, jumpLZ);
preferHighJump = 0;
// if we're having to jump up a distance, jump a little too high to compensate.
if(dist[2] >= 32.0)
{
preferHighJump = 1;
jumpLZ[2] += 32;
}
trace = gi.trace (self->s.origin, vec3_origin, vec3_origin, dest, self, MASK_MONSTERSOLID);
if((trace.fraction < 1) && (trace.ent != self->enemy))
{
// gi.dprintf("prefer high jump angle\n");
preferHighJump = 1;
}
// find a valid angle/velocity combination
while(velocity <= 800)
{
calcJumpAngle(self->s.origin, jumpLZ, velocity, jumpAngles);
if((!_isnan(jumpAngles[0])) || (!_isnan(jumpAngles[1])))
break;
velocity+=200;
};
if(!preferHighJump && (!_isnan(jumpAngles[0])) )
{
AngleVectors (self->s.angles, forward, right, NULL);
VectorNormalize ( forward ) ;
VectorScale( forward, velocity * cos(DEG2RAD(jumpAngles[0])), self->velocity);
self->velocity[2] = velocity * sin(DEG2RAD(jumpAngles[0])) + (0.5 * sv_gravity->value * FRAMETIME);
// gi.dprintf(" pouncing! %0.1f,%0.1f (%0.1f) --> %0.1f, %0.1f, %0.1f\n",
// jumpAngles[0], jumpAngles[1], jumpAngles[0],
// self->velocity[0], self->velocity[1], self->velocity[2]);
return 1;
}
if(!_isnan(jumpAngles[1]))
{
AngleVectors (self->s.angles, forward, right, NULL);
VectorNormalize ( forward ) ;
VectorScale( forward, velocity * cos(DEG2RAD(jumpAngles[1])), self->velocity);
self->velocity[2] = velocity * sin(DEG2RAD(jumpAngles[1])) + (0.5 * sv_gravity->value * FRAMETIME);
// gi.dprintf(" pouncing! %0.1f,%0.1f (%0.1f) --> %0.1f, %0.1f, %0.1f\n",
// jumpAngles[0], jumpAngles[1], jumpAngles[1],
// self->velocity[0], self->velocity[1], self->velocity[2]);
return 1;
}
// gi.dprintf(" nan\n");
return 0;
}
// ******************
// DODGE
// ******************
//===================
// stalker_jump_straightup
//===================
void stalker_jump_straightup (edict_t *self)
{
if (self->deadflag == DEAD_DEAD)
return;
if(STALKER_ON_CEILING(self))
{
if(stalker_ok_to_transition(self))
{
// gi.dprintf("falling off ceiling %d\n", self->health);
self->gravityVector[2] = -1;
self->s.angles[2] += 180.0;
if(self->s.angles[2] > 360.0)
self->s.angles[2] -= 360.0;
self->groundentity = NULL;
}
}
else if(self->groundentity) // make sure we're standing on SOMETHING...
{
self->velocity[0] += ((random() * 10) - 5);
self->velocity[1] += ((random() * 10) - 5);
self->velocity[2] += -400 * self->gravityVector[2];
if(stalker_ok_to_transition(self))
{
// gi.dprintf("falling TO ceiling %d\n", self->health);
self->gravityVector[2] = 1;
self->s.angles[2] = 180.0;
self->groundentity = NULL;
}
}
}
mframe_t stalker_frames_jump_straightup [] =
{
ai_move, 1, stalker_jump_straightup,
ai_move, 1, stalker_jump_wait_land,
ai_move, -1, NULL,
ai_move, -1, NULL
};
mmove_t stalker_move_jump_straightup = {FRAME_jump04, FRAME_jump07, stalker_frames_jump_straightup, stalker_run};
//===================
// stalker_dodge_jump - abstraction so pain function can trigger a dodge jump too without
// faking the inputs to stalker_dodge
//===================
void stalker_dodge_jump (edict_t *self)
{
self->monsterinfo.currentmove = &stalker_move_jump_straightup;
}
mframe_t stalker_frames_dodge_run [] =
{
ai_run, 13, NULL,
ai_run, 17, NULL,
ai_run, 21, NULL,
ai_run, 18, monster_done_dodge
};
mmove_t stalker_move_dodge_run = {FRAME_run01, FRAME_run04, stalker_frames_dodge_run, NULL};
void stalker_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
{
if (!self->groundentity || self->health <= 0)
return;
if (!self->enemy)
{
self->enemy = attacker;
FoundTarget(self);
return;
}
// PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
// seeing numbers like 13 and 14)
if ((eta < 0.1) || (eta > 5))
return;
// this will override the foundtarget call of stalker_run
stalker_dodge_jump(self);
}
// ******************
// Jump onto / off of things
// ******************
//===================
//===================
void stalker_jump_down (edict_t *self)
{
vec3_t forward,up;
monster_jump_start (self);
AngleVectors (self->s.angles, forward, NULL, up);
VectorMA(self->velocity, 100, forward, self->velocity);
VectorMA(self->velocity, 300, up, self->velocity);
}
//===================
//===================
void stalker_jump_up (edict_t *self)
{
vec3_t forward,up;
monster_jump_start (self);
AngleVectors (self->s.angles, forward, NULL, up);
VectorMA(self->velocity, 200, forward, self->velocity);
VectorMA(self->velocity, 450, up, self->velocity);
}
//===================
//===================
void stalker_jump_wait_land (edict_t *self)
{
if ((random() < (0.3 + (0.1*(float)(skill->value)))) && (level.time >= self->monsterinfo.attack_finished))
{
self->monsterinfo.attack_finished = level.time + 0.3;
stalker_shoot_attack(self);
}
if(self->groundentity == NULL)
{
self->gravity = 1.3;
self->monsterinfo.nextframe = self->s.frame;
if(monster_jump_finished (self))
{
self->gravity = 1;
self->monsterinfo.nextframe = self->s.frame + 1;
}
}
else
{
self->gravity = 1;
self->monsterinfo.nextframe = self->s.frame + 1;
}
}
mframe_t stalker_frames_jump_up [] =
{
ai_move, -8, NULL,
ai_move, -8, NULL,
ai_move, -8, NULL,
ai_move, -8, NULL,
ai_move, 0, stalker_jump_up,
ai_move, 0, stalker_jump_wait_land,
ai_move, 0, NULL
};
mmove_t stalker_move_jump_up = { FRAME_jump01, FRAME_jump07, stalker_frames_jump_up, stalker_run };
mframe_t stalker_frames_jump_down [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, stalker_jump_down,
ai_move, 0, stalker_jump_wait_land,
ai_move, 0, NULL
};
mmove_t stalker_move_jump_down = { FRAME_jump01, FRAME_jump07, stalker_frames_jump_down, stalker_run };
//============
// stalker_jump - this is only used for jumping onto or off of things. for dodge jumping,
// use stalker_dodge_jump
//============
void stalker_jump (edict_t *self)
{
if(!self->enemy)
return;
if(self->enemy->s.origin[2] >= self->s.origin[2])
{
// gi.dprintf("stalker_jump_up\n");
self->monsterinfo.currentmove = &stalker_move_jump_up;
}
else
{
// gi.dprintf("stalker_jump_down\n");
self->monsterinfo.currentmove = &stalker_move_jump_down;
}
}
// ******************
// Blocked
// ******************
qboolean stalker_blocked (edict_t *self, float dist)
{
qboolean onCeiling;
// gi.dprintf("stalker_blocked\n");
if(!has_valid_enemy(self))
return false;
onCeiling = false;
if(self->gravityVector[2] > 0)
onCeiling = true;
if(!onCeiling)
{
if(blocked_checkshot(self, 0.25 + (0.05 * skill->value) ))
{
// gi.dprintf("blocked: shooting\n");
return true;
}
if(visible (self, self->enemy))
{
// gi.dprintf("blocked: jumping at player!\n");
stalker_do_pounce(self, self->enemy->s.origin);
return true;
}
if(blocked_checkjump (self, dist, 256, 68))
{
// gi.dprintf("blocked: jumping up/down\n");
stalker_jump (self);
return true;
}
if(blocked_checkplat (self, dist))
return true;
}
else
{
if(blocked_checkshot(self, 0.25 + (0.05 * skill->value) ))
{
// gi.dprintf("blocked: shooting\n");
return true;
}
else if(stalker_ok_to_transition(self))
{
self->gravityVector[2] = -1;
self->s.angles[2] += 180.0;
if(self->s.angles[2] > 360.0)
self->s.angles[2] -= 360.0;
self->groundentity = NULL;
// gi.dprintf("falling off ceiling\n");
return true;
}
// else
// gi.dprintf("Not OK to fall!\n");
}
return false;
}
// ******************
// Death
// ******************
void stalker_dead (edict_t *self)
{
VectorSet (self->mins, -28, -28, -18);
VectorSet (self->maxs, 28, 28, -4);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
// drawbbox(self);
}
mframe_t stalker_frames_death [] =
{
ai_move, 0, NULL,
ai_move, -5, NULL,
ai_move, -10, NULL,
ai_move, -20, NULL,
ai_move, -10, NULL,
ai_move, -10, NULL,
ai_move, -5, NULL,
ai_move, -5, NULL,
ai_move, 0, NULL
};
mmove_t stalker_move_death = {FRAME_death01, FRAME_death09, stalker_frames_death, stalker_dead};
void stalker_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// gi.dprintf("stalker_die: %d\n", self->health);
// dude bit it, make him fall!
self->movetype = MOVETYPE_TOSS;
self->s.angles[2] = 0;
VectorSet(self->gravityVector, 0, 0, -1);
// check for gib
if (self->health <= self->gib_health)
{
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 4; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &stalker_move_death;
}
// ******************
// SPAWN
// ******************
/*QUAKED monster_stalker (1 .5 0) (-28 -28 -18) (28 28 18) Ambush Trigger_Spawn Sight OnRoof
Spider Monster
ONROOF - Monster starts sticking to the roof.
*/
void SP_monster_stalker (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain = gi.soundindex ("stalker/pain.wav");
sound_die = gi.soundindex ("stalker/death.wav");
sound_sight = gi.soundindex("stalker/sight.wav");
sound_punch_hit1 = gi.soundindex ("stalker/melee1.wav");
sound_punch_hit2 = gi.soundindex ("stalker/melee2.wav");
sound_idle = gi.soundindex ("stalker/idle.wav");
// PMM - precache bolt2
gi.modelindex ("models/proj/laser2/tris.md2");
self->s.modelindex = gi.modelindex ("models/monsters/stalker/tris.md2");
VectorSet (self->mins, -28, -28, -18);
VectorSet (self->maxs, 28, 28, 18);
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->health = 250;
self->gib_health = -50; // FIXME
self->mass = 250;
self->pain = stalker_pain;
self->die = stalker_die;
self->monsterinfo.stand = stalker_stand;
self->monsterinfo.walk = stalker_walk;
self->monsterinfo.run = stalker_run;
self->monsterinfo.attack = stalker_attack_ranged;
self->monsterinfo.sight = stalker_sight;
self->monsterinfo.idle = stalker_idle;
self->monsterinfo.dodge = stalker_dodge;
self->monsterinfo.blocked = stalker_blocked;
self->monsterinfo.melee = stalker_attack_melee;
gi.linkentity (self);
self->monsterinfo.currentmove = &stalker_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
self->monsterinfo.aiflags |= AI_WALK_WALLS;
if(self->spawnflags & 8)
{
self->s.angles[2] = 180;
self->gravityVector[2] = 1;
}
walkmonster_start (self);
}