quake2-rogue/m_medic.c
1998-11-29 00:00:00 +00:00

1799 lines
46 KiB
C

/*
==============================================================================
MEDIC
==============================================================================
*/
#include "g_local.h"
#include "m_medic.h"
#define MEDIC_MIN_DISTANCE 32
#define MEDIC_MAX_HEAL_DISTANCE 400
#define MEDIC_TRY_TIME 10.0
// FIXME -
//
// owner moved to monsterinfo.healer instead
//
// For some reason, the healed monsters are rarely ending up in the floor
//
// 5/15/1998 I think I fixed these, keep an eye on them
qboolean visible (edict_t *self, edict_t *other);
void M_SetEffects (edict_t *ent);
qboolean FindTarget (edict_t *self);
void HuntTarget (edict_t *self);
void FoundTarget (edict_t *self);
char *ED_NewString (char *string);
void spawngrow_think (edict_t *self);
void SpawnGrow_Spawn (vec3_t startpos, int size);
void ED_CallSpawn (edict_t *ent);
void M_FliesOff (edict_t *self);
void M_FliesOn (edict_t *self);
static int sound_idle1;
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_sight;
static int sound_search;
static int sound_hook_launch;
static int sound_hook_hit;
static int sound_hook_heal;
static int sound_hook_retract;
// PMM - commander sounds
static int commander_sound_idle1;
static int commander_sound_pain1;
static int commander_sound_pain2;
static int commander_sound_die;
static int commander_sound_sight;
static int commander_sound_search;
static int commander_sound_hook_launch;
static int commander_sound_hook_hit;
static int commander_sound_hook_heal;
static int commander_sound_hook_retract;
static int commander_sound_spawn;
char * reinforcements[] = {
{"monster_soldier_light"}, // 0
{"monster_soldier"}, // 1
{"monster_soldier_ss"}, // 2
{"monster_infantry"}, // 3
{"monster_gunner"}, // 4
// {"monster_chick"}, // 4
{"monster_medic"}, // 5
{"monster_gladiator"} // 6
};
vec3_t reinforcement_mins[] = {
{-16, -16, -24},
{-16, -16, -24},
{-16, -16, -24},
{-16, -16, -24},
{-16, -16, -24},
{-16, -16, -24},
{-32, -32, -24}
};
vec3_t reinforcement_maxs[] = {
{16, 16, 32},
{16, 16, 32},
{16, 16, 32},
{16, 16, 32},
{16, 16, 32},
{16, 16, 32},
{32, 32, 64}
};
vec3_t reinforcement_position[] = {
{80, 0, 0},
{40, 60, 0},
{40, -60, 0},
{0, 80, 0},
{0, -80, 0}
};
void cleanupHeal (edict_t *self, qboolean change_frame)
{
// clean up target, if we have one and it's legit
if (self->enemy && self->enemy->inuse)
{
self->enemy->monsterinfo.healer = NULL;
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
self->enemy->takedamage = DAMAGE_YES;
M_SetEffects (self->enemy);
}
if (change_frame)
self->monsterinfo.nextframe = FRAME_attack52;
}
void abortHeal (edict_t *self, qboolean change_frame, qboolean gib, qboolean mark)
{
int hurt;
static vec3_t pain_normal = { 0, 0, 1 };
// clean up target
cleanupHeal (self, change_frame);
// gib em!
if ((mark) && (self->enemy) && (self->enemy->inuse))
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("%s - marking target as bad\n", self->classname);
// if the first badMedic slot is filled by a medic, skip it and use the second one
if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse)
&& (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)) )
{
self->enemy->monsterinfo.badMedic2 = self;
}
else
{
self->enemy->monsterinfo.badMedic1 = self;
}
}
if ((gib) && (self->enemy) && (self->enemy->inuse))
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("%s - gibbing bad heal target", self->classname);
if(self->enemy->gib_health)
hurt = - self->enemy->gib_health;
else
hurt = 500;
T_Damage (self->enemy, self, self, vec3_origin, self->enemy->s.origin,
pain_normal, hurt, 0, 0, MOD_UNKNOWN);
}
// clean up self
self->monsterinfo.aiflags &= ~AI_MEDIC;
if ((self->oldenemy) && (self->oldenemy->inuse))
self->enemy = self->oldenemy;
else
self->enemy = NULL;
self->monsterinfo.medicTries = 0;
}
qboolean canReach (edict_t *self, edict_t *other)
{
vec3_t spot1;
vec3_t spot2;
trace_t trace;
VectorCopy (self->s.origin, spot1);
spot1[2] += self->viewheight;
VectorCopy (other->s.origin, spot2);
spot2[2] += other->viewheight;
trace = gi.trace (spot1, vec3_origin, vec3_origin, spot2, self, MASK_SHOT|MASK_WATER);
if (trace.fraction == 1.0 || trace.ent == other) // PGM
return true;
return false;
}
edict_t *medic_FindDeadMonster (edict_t *self)
{
float radius;
edict_t *ent = NULL;
edict_t *best = NULL;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
radius = MEDIC_MAX_HEAL_DISTANCE;
else
radius = 1024;
while ((ent = findradius(ent, self->s.origin, radius)) != NULL)
{
if (ent == self)
continue;
if (!(ent->svflags & SVF_MONSTER))
continue;
if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
continue;
// check to make sure we haven't bailed on this guy already
if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self))
continue;
if (ent->monsterinfo.healer)
// FIXME - this is correcting a bug that is somewhere else
// if the healer is a monster, and it's in medic mode .. continue .. otherwise
// we will override the healer, if it passes all the other tests
if ((ent->monsterinfo.healer->inuse) && (ent->monsterinfo.healer->health > 0) &&
(ent->monsterinfo.healer->svflags & SVF_MONSTER) && (ent->monsterinfo.healer->monsterinfo.aiflags & AI_MEDIC))
continue;
if (ent->health > 0)
continue;
if ((ent->nextthink) && !((ent->think == M_FliesOn) || (ent->think == M_FliesOff)))
continue;
if (!visible(self, ent))
// if (!canReach(self, ent))
continue;
if (!strncmp(ent->classname, "player", 6)) // stop it from trying to heal player_noise entities
continue;
// FIXME - there's got to be a better way ..
// make sure we don't spawn people right on top of us
if (realrange(self, ent) <= MEDIC_MIN_DISTANCE)
continue;
if (!best)
{
best = ent;
continue;
}
if (ent->max_health <= best->max_health)
continue;
best = ent;
}
if (best)
self->timestamp = level.time + MEDIC_TRY_TIME;
return best;
}
void medic_idle (edict_t *self)
{
edict_t *ent;
// PMM - commander sounds
if (self->mass == 400)
gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
else
gi.sound (self, CHAN_VOICE, commander_sound_idle1, 1, ATTN_IDLE, 0);
if (!self->oldenemy)
{
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->monsterinfo.healer = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget (self);
}
}
}
void medic_search (edict_t *self)
{
edict_t *ent;
// PMM - commander sounds
if (self->mass == 400)
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
else
gi.sound (self, CHAN_VOICE, commander_sound_search, 1, ATTN_IDLE, 0);
if (!self->oldenemy)
{
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->monsterinfo.healer = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget (self);
}
}
}
void medic_sight (edict_t *self, edict_t *other)
{
// PMM - commander sounds
if (self->mass == 400)
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, commander_sound_sight, 1, ATTN_NORM, 0);
}
mframe_t medic_frames_stand [] =
{
ai_stand, 0, medic_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, 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,
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,
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,
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,
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,
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 medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
void medic_stand (edict_t *self)
{
self->monsterinfo.currentmove = &medic_move_stand;
}
mframe_t medic_frames_walk [] =
{
ai_walk, 6.2, NULL,
ai_walk, 18.1, NULL,
ai_walk, 1, NULL,
ai_walk, 9, NULL,
ai_walk, 10, NULL,
ai_walk, 9, NULL,
ai_walk, 11, NULL,
ai_walk, 11.6, NULL,
ai_walk, 2, NULL,
ai_walk, 9.9, NULL,
ai_walk, 14, NULL,
ai_walk, 9.3, NULL
};
mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
void medic_walk (edict_t *self)
{
self->monsterinfo.currentmove = &medic_move_walk;
}
mframe_t medic_frames_run [] =
{
ai_run, 18, NULL,
ai_run, 22.5, NULL,
ai_run, 25.4, monster_done_dodge,
ai_run, 23.4, NULL,
ai_run, 24, NULL,
ai_run, 35.6, NULL //pmm
};
mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
void medic_run (edict_t *self)
{
monster_done_dodge (self);
if (!(self->monsterinfo.aiflags & AI_MEDIC))
{
edict_t *ent;
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->monsterinfo.healer = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget (self);
return;
}
}
// else if (!canReach(self, self->enemy))
// {
// abortHeal (self, 0);
// }
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &medic_move_stand;
else
self->monsterinfo.currentmove = &medic_move_run;
}
mframe_t medic_frames_pain1 [] =
{
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 medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
mframe_t medic_frames_pain2 [] =
{
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,
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 medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
void medic_pain (edict_t *self, edict_t *other, float kick, int damage)
{
monster_done_dodge (self);
if ((self->health < (self->max_health / 2)))
if (self->mass > 400)
self->s.skinnum = 3;
else
self->s.skinnum = 1;
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
if (skill->value == 3)
return; // no pain anims in nightmare
// if we're healing someone, we ignore pain
if (self->monsterinfo.aiflags & AI_MEDIC)
return;
if (self->mass > 400)
{
if (damage < 35)
{
gi.sound (self, CHAN_VOICE, commander_sound_pain1, 1, ATTN_NORM, 0);
return;
}
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
gi.sound (self, CHAN_VOICE, commander_sound_pain2, 1, ATTN_NORM, 0);
if (random() < (min(((float)damage * 0.005), 0.5))) // no more than 50% chance of big pain
self->monsterinfo.currentmove = &medic_move_pain2;
else
self->monsterinfo.currentmove = &medic_move_pain1;
}
else if (random() < 0.5)
{
self->monsterinfo.currentmove = &medic_move_pain1;
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
}
else
{
self->monsterinfo.currentmove = &medic_move_pain2;
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
// PMM - clear duck flag
if (self->monsterinfo.aiflags & AI_DUCKED)
monster_duck_up(self);
}
void medic_fire_blaster (edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
int effect;
int damage = 2;
// paranoia checking
if (!(self->enemy && self->enemy->inuse))
return;
if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
effect = EF_BLASTER;
else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28))
effect = EF_HYPERBLASTER;
else
effect = 0;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start);
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, dir);
if (!strcmp(self->enemy->classname, "tesla"))
damage = 3;
// medic commander shoots blaster2
if (self->mass > 400)
monster_fire_blaster2 (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_2, effect);
else
monster_fire_blaster (self, start, dir, damage, 1000, MZ2_MEDIC_BLASTER_1, effect);
}
void medic_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
}
mframe_t medic_frames_death [] =
{
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,
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,
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,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// if we had a pending patient, he was already freed up in Killed
// 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
// 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 = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &medic_move_death;
}
mframe_t medic_frames_duck [] =
{
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, monster_duck_down,
ai_move, -1, monster_duck_hold,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL, // PMM - duck up used to be here
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, monster_duck_up,
ai_move, -1, NULL,
ai_move, -1, NULL
};
mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, 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, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
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
};
mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
void medic_continue (edict_t *self)
{
if (visible (self, self->enemy) )
if (random() <= 0.95)
self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
}
mframe_t medic_frames_attackBlaster [] =
{
ai_charge, 0, NULL,
ai_charge, 5, NULL,
ai_charge, 5, NULL,
ai_charge, 3, NULL,
ai_charge, 2, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, NULL,
ai_charge, 0, medic_continue // Change to medic_continue... Else, go to frame 32
};
mmove_t medic_move_attackBlaster = {FRAME_attack1, 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);
}
static vec3_t medic_cable_offsets[] =
{
45.0, -9.2, 15.5,
48.4, -9.7, 15.2,
47.8, -9.8, 15.8,
47.3, -9.3, 14.3,
45.4, -10.1, 13.1,
41.9, -12.7, 12.0,
37.8, -15.8, 11.2,
34.3, -18.4, 10.7,
32.7, -19.7, 10.4,
32.7, -19.7, 10.4
};
void medic_cable_attack (edict_t *self)
{
vec3_t offset, start, end, f, r;
trace_t tr;
vec3_t dir;
// vec3_t angles;
float distance;
if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->s.effects & EF_GIB))
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander - aborting heal due to target's disappearance\n");
abortHeal (self, true, false, false);
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->client) || (self->enemy->health > 0))
{
abortHeal (self, true, false, false);
return;
}
AngleVectors (self->s.angles, f, r, NULL);
VectorCopy (medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
G_ProjectSource (self->s.origin, offset, f, r, start);
// check for max distance
// not needed, done in checkattack
// check for min distance
VectorSubtract (start, self->enemy->s.origin, dir);
distance = VectorLength(dir);
if (distance < MEDIC_MIN_DISTANCE)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander - aborting heal due to proximity to target ");
abortHeal (self, true, true, false );
return;
}
// if ((g_showlogic)&&(g_showlogic->value))
// gi.dprintf ("distance to target is %f\n", distance);
// if (distance > 300)
// return;
// check for min/max pitch
// PMM -- took out since it doesn't look bad when it fails
// vectoangles (dir, angles);
// if (angles[0] < -180)
// angles[0] += 360;
// if (fabs(angles[0]) > 45)
// {
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander - aborting heal due to bad angle\n");
// abortHeal(self);
// return;
// }
tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SOLID);
if (tr.fraction != 1.0 && 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;
}
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander - aborting heal due to beamus interruptus\n");
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 = DAMAGE_NO;
M_SetEffects (self->enemy);
}
else if (self->s.frame == FRAME_attack50)
{
vec3_t maxs;
self->enemy->spawnflags = 0;
self->enemy->monsterinfo.aiflags = 0;
self->enemy->target = NULL;
self->enemy->targetname = NULL;
self->enemy->combattarget = NULL;
self->enemy->deathtarget = NULL;
self->enemy->monsterinfo.healer = self;
VectorCopy (self->enemy->maxs, 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)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("Spawn point obstructed, aborting heal!\n");
abortHeal (self, true, true, false);
return;
}
else if (tr.ent != world)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf("heal in entity %s\n", tr.ent->classname);
abortHeal (self, true, true, false);
return;
}
/* else if (tr.ent == world)
{
if ((g_showlogic) && (g_showlogic->value))
gi.dprintf ("heal in world, aborting!\n");
abortHeal (self, 1);
return;
}
*/ else
{
self->enemy->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
ED_CallSpawn (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_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 = NULL;
if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy->health > 0))
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("setting heal target's enemy to %s\n", self->oldenemy->classname);
self->enemy->enemy = self->oldenemy;
// HuntTarget (self->enemy);
FoundTarget (self->enemy);
}
else
{
// if (g_showlogic && g_showlogic->value)
// gi.dprintf ("no valid enemy to set!\n");
self->enemy->enemy = NULL;
if (!FindTarget (self->enemy))
{
// no valid enemy, so stop acting
self->enemy->monsterinfo.pausetime = level.time + 100000000;
self->enemy->monsterinfo.stand (self->enemy);
}
self->enemy = NULL;
self->oldenemy = NULL;
if (!FindTarget (self))
{
// no valid enemy, so stop acting
self->monsterinfo.pausetime = level.time + 100000000;
self->monsterinfo.stand (self);
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
VectorMA (start, 8, f, start);
// adjust end z for end spot since the monster is currently dead
VectorCopy (self->enemy->s.origin, end);
end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_MEDIC_CABLE_ATTACK);
gi.WriteShort (self - g_edicts);
gi.WritePosition (start);
gi.WritePosition (end);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
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->enemy = self->oldenemy;
else
{
self->enemy = NULL;
self->oldenemy = NULL;
if (!FindTarget (self))
{
// no valid enemy, so stop acting
self->monsterinfo.pausetime = level.time + 100000000;
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 0 to compensate for changes in 36-40
ai_charge, 2, NULL, //33
ai_charge, 3, NULL,
ai_charge, 5, NULL,
ai_charge, -4.4, NULL, //36
ai_charge, -4.7, NULL, //37
ai_charge, -5, NULL,
ai_charge, -6, NULL,
ai_charge, -4, NULL, //40
ai_charge, 0, NULL,
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, -1.5, NULL,
ai_move, -1.2, NULL,
ai_move, -3, NULL,
ai_move, -2, NULL,
ai_move, 0.3, NULL,
ai_move, 0.7, NULL,
ai_move, 1.2, NULL,
ai_move, 1.3, NULL //60
};
mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, 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;
float lucky;
int summonStr;
int count;
int inc;
int num_summoned; // should be 1, 3, or 5
int num_success = 0;
lucky = random();
summonStr = skill->value;
// bell curve - 0 = 67%, 1 = 93%, 2 = 99% -- too steep
// this ends up with
// -3 = 5%
// -2 = 10%
// -1 = 15%
// 0 = 40%
// +1 = 15%
// +2 = 10%
// +3 = 5%
if (lucky < 0.05)
summonStr -= 3;
else if (lucky < 0.15)
summonStr -= 2;
else if (lucky < 0.3)
summonStr -= 1;
else if (lucky > 0.95)
summonStr += 3;
else if (lucky > 0.85)
summonStr += 2;
else if (lucky > 0.7)
summonStr += 1;
if (summonStr < 0)
summonStr = 0;
//FIXME - need to remember this, might as well use this int that isn't used for monsters
self->plat2flags = summonStr;
AngleVectors (self->s.angles, f, r, NULL);
// this yields either 1, 3, or 5
if (summonStr)
num_summoned = (summonStr - 1) + (summonStr % 2);
else
num_summoned = 1;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander: summonStr = %d num = %d\n", summonStr, num_summoned);
for (count = 0; count < num_summoned; count++)
{
inc = count + (count%2); // 0, 2, 2, 4, 4
VectorCopy (reinforcement_position[count], offset);
G_ProjectSource (self->s.origin, offset, f, r, startpoint);
// a little off the ground
startpoint[2] += 10;
if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
{
if (CheckGroundSpawnPoint(spawnpoint,
reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
256, -1))
{
num_success++;
// we found a spot, we're done here
count = num_summoned;
}
// else if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander: CheckGroundSpawnPoint says bad stuff down there!\n");
}
}
if (num_success == 0)
{
for (count = 0; count < num_summoned; count++)
{
inc = count + (count%2); // 0, 2, 2, 4, 4
VectorCopy (reinforcement_position[count], offset);
// check behind
offset[0] *= -1.0;
offset[1] *= -1.0;
G_ProjectSource (self->s.origin, offset, f, r, startpoint);
// a little off the ground
startpoint[2] += 10;
if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
{
if (CheckGroundSpawnPoint(spawnpoint,
reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
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 > 360.0)
self->ideal_yaw -= 360.0;
// self->plat2flags *= -1;
}
}
if (num_success == 0)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander: failed to find any spawn points, aborting!\n");
self->monsterinfo.nextframe = FRAME_attack53;
}
}
void medic_spawngrows (edict_t *self)
{
vec3_t f, r, offset, startpoint, spawnpoint;
int summonStr;
int count;
int inc;
int num_summoned; // should be 1, 3, or 5
int num_success = 0;
float current_yaw;
qboolean behind = false;
// if we've been directed to turn around
if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
{
current_yaw = anglemod(self->s.angles[YAW]);
if (fabs(current_yaw - self->ideal_yaw) > 0.1)
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
return;
}
// done turning around
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
}
// if (self->plat2flags < 0)
// {
// summonStr = -1.0 * self->plat2flags;
// behind = true;
// }
// else
summonStr = self->plat2flags;
AngleVectors (self->s.angles, f, r, NULL);
// num_summoned = ((((summonStr-1)/2)+1)*2)-1; // this yields either 1, 3, or 5
if (summonStr)
num_summoned = (summonStr - 1) + (summonStr % 2);
else
num_summoned = 1;
for (count = 0; count < num_summoned; count++)
{
inc = count + (count%2); // 0, 2, 2, 4, 4
VectorCopy (reinforcement_position[count], offset);
G_ProjectSource (self->s.origin, offset, f, r, startpoint);
// a little off the ground
startpoint[2] += 10;
if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
{
if (CheckGroundSpawnPoint(spawnpoint,
reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
256, -1))
{
num_success++;
if ((summonStr-inc) > 3)
SpawnGrow_Spawn (spawnpoint, 1); // big monster
else
SpawnGrow_Spawn (spawnpoint, 0); // normal size
}
}
}
if (num_success == 0)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander: spawngrows bad, aborting!\n");
self->monsterinfo.nextframe = FRAME_attack53;
}
}
void medic_finish_spawn (edict_t *self)
{
edict_t *ent;
vec3_t f, r, offset, startpoint, spawnpoint;
int summonStr;
int count;
int inc;
int num_summoned; // should be 1, 3, or 5
qboolean behind = false;
edict_t *designated_enemy;
// trace_t tr;
// vec3_t mins, maxs;
// this is one bigger than the soldier's real mins .. just for paranoia's sake
// VectorSet (mins, -17, -17, -25);
// VectorSet (maxs, 17, 17, 33);
//FIXME - better place to store this info?
if (self->plat2flags < 0)
{
behind = true;
self->plat2flags *= -1;
}
summonStr = self->plat2flags;
AngleVectors (self->s.angles, f, r, NULL);
// num_summoned = ((((summonStr-1)/2)+1)*2)-1; // this yields either 1, 3, or 5
if (summonStr)
num_summoned = (summonStr - 1) + (summonStr % 2);
else
num_summoned = 1;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander: summonStr = %d num = %d\n", summonStr, num_summoned);
for (count = 0; count < num_summoned; count++)
{
inc = count + (count%2); // 0, 2, 2, 4, 4
VectorCopy (reinforcement_position[count], offset);
G_ProjectSource (self->s.origin, offset, f, r, startpoint);
// a little off the ground
startpoint[2] += 10;
ent = NULL;
if (FindSpawnPoint (startpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc], spawnpoint, 32))
{
if (CheckSpawnPoint (spawnpoint, reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc]))
ent = CreateGroundMonster (spawnpoint, self->s.angles,
reinforcement_mins[summonStr-inc], reinforcement_maxs[summonStr-inc],
reinforcements[summonStr-inc], 256);
// else if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("CheckSpawnPoint failed volume check!\n");
}
else
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("FindSpawnPoint failed to find a point!\n");
}
if (!ent)
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("Spawn point obstructed for %s, aborting!\n", reinforcements[summonStr-inc]);
continue;
}
// gi.sound (self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0);
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;
self->monsterinfo.monster_slots--;
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("medic_commander: %d slots remaining\n", self->monsterinfo.monster_slots);
if (self->monsterinfo.aiflags & AI_MEDIC)
designated_enemy = self->oldenemy;
else
designated_enemy = self->enemy;
if (coop && coop->value)
{
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)
{
// if ((g_showlogic) && (g_showlogic->value))
// {
// gi.dprintf ("PickCoopTarget returned a %s - ", designated_enemy->classname);
// if (designated_enemy->client)
// gi.dprintf ("with name %s\n", designated_enemy->client->pers.netname);
// else
// gi.dprintf ("NOT A CLIENT\n");
// }
}
else
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("pick coop failed, using my current enemy\n");
designated_enemy = self->enemy;
}
}
}
else
{
// if ((g_showlogic) && (g_showlogic->value))
// gi.dprintf ("pick coop failed, using my current enemy\n");
designated_enemy = self->enemy;
}
}
if ((designated_enemy) && (designated_enemy->inuse) && (designated_enemy->health > 0))
{
// fixme
// if ((g_showlogic) && (g_showlogic -> value))
// gi.dprintf ("setting enemy to %s\n", designated_enemy->classname);
ent->enemy = designated_enemy;
FoundTarget (ent);
}
else
{
ent->enemy = NULL;
ent->monsterinfo.stand (ent);
}
// ent->s.event = EV_PLAYER_TELEPORT;
}
}
mframe_t medic_frames_callReinforcements [] =
{
// ROGUE - 33-36 now ai_charge
ai_charge, 2, NULL, //33
ai_charge, 3, NULL,
ai_charge, 5, NULL,
ai_charge, 4.4, NULL, //36
ai_charge, 4.7, NULL,
ai_charge, 5, NULL,
ai_charge, 6, NULL,
ai_charge, 4, NULL, //40
ai_charge, 0, NULL,
ai_move, 0, medic_start_spawn, //42
ai_move, 0, NULL, //43 -- 43 through 47 are skipped
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, medic_determine_spawn, //48
ai_charge, 0, medic_spawngrows, //49
ai_move, 0, NULL, //50
ai_move, 0, NULL, //51
ai_move, -15, medic_finish_spawn, //52
ai_move, -1.5, NULL,
ai_move, -1.2, NULL,
ai_move, -3, NULL,
ai_move, -2, NULL,
ai_move, 0.3, NULL,
ai_move, 0.7, NULL,
ai_move, 1.2, NULL,
ai_move, 1.3, NULL //60
};
mmove_t medic_move_callReinforcements = {FRAME_attack33, FRAME_attack60, medic_frames_callReinforcements, medic_run};
void medic_attack(edict_t *self)
{
int enemy_range;
float r;
monster_done_dodge (self);
enemy_range = range(self, self->enemy);
// signal from checkattack to spawn
if (self->monsterinfo.aiflags & AI_BLOCKED)
{
self->monsterinfo.currentmove = &medic_move_callReinforcements;
self->monsterinfo.aiflags &= ~AI_BLOCKED;
}
r = random();
if (self->monsterinfo.aiflags & AI_MEDIC)
{
if ((self->mass > 400) && (r > 0.8) && (self->monsterinfo.monster_slots > 2))
self->monsterinfo.currentmove = &medic_move_callReinforcements;
else
self->monsterinfo.currentmove = &medic_move_attackCable;
}
else
{
if (self->monsterinfo.attack_state == AS_BLIND)
{
self->monsterinfo.currentmove = &medic_move_callReinforcements;
return;
}
if ((self->mass > 400) && (r > 0.2) && (enemy_range != RANGE_MELEE) && (self->monsterinfo.monster_slots > 2))
self->monsterinfo.currentmove = &medic_move_callReinforcements;
else
self->monsterinfo.currentmove = &medic_move_attackBlaster;
}
}
qboolean medic_checkattack (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_MEDIC)
{
// if our target went away
if ((!self->enemy) || (!self->enemy->inuse))
{
// if (g_showlogic && g_showlogic->value)
// gi.dprintf ("aborting heal target due to gib\n");
abortHeal (self, true, false, false);
return false;
}
// if we ran out of time, give up
if (self->timestamp < level.time)
{
// if (g_showlogic && g_showlogic->value)
// gi.dprintf ("aborting heal target (%s) due to time\n", self->enemy->classname);
abortHeal (self, true, false, true);
self->timestamp = 0;
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) && (self->monsterinfo.monster_slots > 2))
{
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 ((random() < 0.8) && (self->monsterinfo.monster_slots > 5) && (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, if we're not in easy mode, always attack
// when he's on a combat point
if (skill->value > 0)
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
return M_CheckAttack (self);
}
/*
void medic_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
{
if (random() > 0.25)
return;
if (!self->enemy)
self->enemy = attacker;
self->monsterinfo.currentmove = &medic_move_duck;
//===========
//PMM - rogue rewrite of dodge code.
float r;
float height;
int shooting = 0;
// this needs to be before the AI_MEDIC check, because
// a) if AI_MEDIC is set, we should have an enemy anyway and
// b) FoundTarget calls medic_run, which can set AI_MEDIC
if (!self->enemy)
{
self->enemy = attacker;
FoundTarget (self);
}
// don't dodge if you're healing
if (self->monsterinfo.aiflags & AI_MEDIC)
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;
r = random();
if (r > (0.25*((skill->value)+1)))
return;
if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) ||
(self->monsterinfo.currentmove == &medic_move_attackCable) ||
(self->monsterinfo.currentmove == &medic_move_attackBlaster))
{
shooting = 1;
}
if (self->monsterinfo.aiflags & AI_DODGING)
{
height = self->absmax[2];
}
else
{
height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
}
// check to see if it makes sense to duck
if (tr->endpos[2] <= height)
{
vec3_t right, diff;
if (shooting)
{
self->monsterinfo.attack_state = AS_SLIDING;
return;
}
AngleVectors (self->s.angles, NULL, right, NULL);
VectorSubtract (tr->endpos, self->s.origin, diff);
if (DotProduct (right, diff) < 0)
{
self->monsterinfo.lefty = 1;
}
// if it doesn't sense to duck, try to strafe away
monster_done_dodge (self);
self->monsterinfo.currentmove = &medic_move_run;
self->monsterinfo.attack_state = AS_SLIDING;
return;
}
if (skill->value == 0)
{
self->monsterinfo.currentmove = &medic_move_duck;
// PMM - stupid dodge
self->monsterinfo.duck_wait_time = level.time + eta + 1;
self->monsterinfo.aiflags |= AI_DODGING;
return;
}
if (!shooting)
{
self->monsterinfo.currentmove = &medic_move_duck;
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
self->monsterinfo.aiflags |= AI_DODGING;
}
return;
//PMM
//===========
}
*/
void MedicCommanderCache (void)
{
edict_t *newEnt;
int modelidx;
int i;
//FIXME - better way to do this? this is quick and dirty
for (i=0; i < 7; i++)
{
newEnt = G_Spawn();
VectorCopy(vec3_origin, newEnt->s.origin);
VectorCopy(vec3_origin, newEnt->s.angles);
newEnt->classname = ED_NewString (reinforcements[i]);
newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
ED_CallSpawn(newEnt);
// FIXME - could copy mins/maxs into reinforcements from here
G_FreeEdict (newEnt);
}
modelidx = gi.modelindex("models/items/spawngro/tris.md2");
modelidx = gi.modelindex("models/items/spawngro2/tris.md2");
}
void medic_duck (edict_t *self, float eta)
{
// don't dodge if you're healing
if (self->monsterinfo.aiflags & AI_MEDIC)
return;
if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) ||
(self->monsterinfo.currentmove == &medic_move_attackCable) ||
(self->monsterinfo.currentmove == &medic_move_attackBlaster) ||
(self->monsterinfo.currentmove == &medic_move_callReinforcements))
{
// he ignores skill
self->monsterinfo.aiflags &= ~AI_DUCKED;
return;
}
if (skill->value == 0)
// PMM - stupid dodge
self->monsterinfo.duck_wait_time = level.time + eta + 1;
else
self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
// has to be done immediately otherwise he can get stuck
monster_duck_down(self);
self->monsterinfo.nextframe = FRAME_duck1;
self->monsterinfo.currentmove = &medic_move_duck;
return;
}
void medic_sidestep (edict_t *self)
{
if ((self->monsterinfo.currentmove == &medic_move_attackHyperBlaster) ||
(self->monsterinfo.currentmove == &medic_move_attackCable) ||
(self->monsterinfo.currentmove == &medic_move_attackBlaster) ||
(self->monsterinfo.currentmove == &medic_move_callReinforcements))
{
// if we're shooting, and not on easy, don't dodge
if (skill->value)
{
self->monsterinfo.aiflags &= ~AI_DODGING;
return;
}
}
if (self->monsterinfo.currentmove != &medic_move_run)
self->monsterinfo.currentmove = &medic_move_run;
}
//===========
//PGM
qboolean medic_blocked (edict_t *self, float dist)
{
if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
return true;
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
*/
void SP_monster_medic (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 32);
//PMM
if (strcmp(self->classname, "monster_medic_commander") == 0)
{
self->health = 600; // fixme
self->gib_health = -130;
self->mass = 600;
self->yaw_speed = 40; // default is 20
MedicCommanderCache();
// self->s.skinnum = 2;
}
else
{
//PMM
self->health = 300;
self->gib_health = -130;
self->mass = 400;
// self->s.skinnum = 0;
}
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.dodge = medic_dodge;
// pmm
self->monsterinfo.attack = medic_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = medic_sight;
self->monsterinfo.idle = medic_idle;
self->monsterinfo.search = medic_search;
self->monsterinfo.checkattack = medic_checkattack;
self->monsterinfo.blocked = medic_blocked;
gi.linkentity (self);
self->monsterinfo.currentmove = &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;
if (skill->value == 0)
self->monsterinfo.monster_slots = 3;
else if (skill->value == 1)
self->monsterinfo.monster_slots = 4;
else if (skill->value == 2)
self->monsterinfo.monster_slots = 6;
else if (skill->value == 3)
self->monsterinfo.monster_slots = 6;
// 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");
}
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
}