kingpin-sdk/gamesrc/G_CAST.C

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C
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2000-03-27 00:00:00 +00:00
#include "g_local.h"
//
// cast weapons
//
//FIXME cast members should call these with a totally accurate direction
// and we can mess it up based on skill. Spread should be for normal
// and we can tighten or loosen based on skill. We could muck with
// the damages too, but I'm not sure that's such a good idea.
void cast_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
{
fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void cast_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype)
{
fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void cast_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
{
fire_blaster (self, start, dir, damage, speed, effect, false);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void cast_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype)
{
fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void cast_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
{
fire_rocket (self, start, dir, damage, speed, damage+20, damage);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void cast_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
{
fire_rail (self, start, aimdir, damage, kick);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
void cast_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
{
fire_bfg (self, start, aimdir, damage, speed, damage_radius);
gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (flashtype);
gi.multicast (start, MULTICAST_PVS);
}
//
// Cast utility functions
//
static void M_FliesOff (edict_t *self)
{
self->s.effects &= ~EF_FLIES;
self->s.sound = 0;
}
static void M_FliesOn (edict_t *self)
{
if (self->waterlevel)
return;
self->s.effects |= EF_FLIES;
self->s.sound = gi.soundindex ("infantry/inflies1.wav");
self->think = M_FliesOff;
self->nextthink = level.time + 60;
}
void M_FlyCheck (edict_t *self)
{
if (self->waterlevel)
return;
if (random() > 0.5)
return;
self->think = M_FliesOn;
self->nextthink = level.time + 5 + 10 * random();
}
/*
void AttackFinished (edict_t *self, float time)
{
self->cast_info.attack_finished = level.time + time;
}
*/
void M_CheckGround (edict_t *ent)
{
vec3_t point;
trace_t trace;
if (ent->flags & (FL_SWIM|FL_FLY))
return;
if (ent->velocity[2] > 100)
{
ent->groundentity = NULL;
return;
}
// if the hull point one-quarter unit down is solid the entity is on ground
point[0] = ent->s.origin[0];
point[1] = ent->s.origin[1];
point[2] = ent->s.origin[2] - 0.25;
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID);
// check steepness
// Xatrix/Ridah, make sure we hit something
if ( trace.fraction < 1 && !trace.allsolid )
// Xatrix/Ridah, make sure we hit something
if ( trace.plane.normal[2] < 0.5 && !trace.startsolid)
{
ent->groundentity = NULL;
// Xatrix/Ridah, added this to help monsters slide off steep walls
VectorScale (trace.plane.normal, 200 * (trace.plane.normal[2] + 0.1), ent->velocity);
// if (ent->velocity[2] < 120)
// ent->velocity[2] = 120;
// Xatrix/Ridah, added this to fix ladder climbing problem
return;
}
// Xatrix/Ridah, added this to fix ladder climbing problems
if ( trace.fraction == 1 )
{
// if we're stuck in a solid, try and move out of it
if (trace.allsolid && ent->health > 0)
{
float x, y, z;
float dist;
vec3_t vec, dest;
for (dist = 4; dist < 64; dist+= 24)
{
for (x=-1; x<2; x++)
for (y=-1; y<2; y++)
for (z=-1; z<2; z++)
{
VectorSet( vec, x, y, z );
VectorNormalize( vec );
VectorMA( ent->s.origin, dist, vec, dest );
trace = gi.trace (dest, ent->mins, ent->maxs, dest, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID);
if (!trace.allsolid)
{
VectorCopy( dest, ent->s.origin );
goto foundspot;
}
}
}
}
foundspot:
ent->groundentity = NULL;
return;
}
// Xatrix/Ridah, end.
// Ridah
if (trace.ent->svflags & SVF_MONSTER)
{
ent->groundentity = NULL;
return;
}
// ent->groundentity = trace.ent;
// ent->groundentity_linkcount = trace.ent->linkcount;
// if (!trace.startsolid && !trace.allsolid)
// VectorCopy (trace.endpos, ent->s.origin);
// JOSEPH 2-MAY-99
// Xatrix/Ridah, make sure we hit something
if ( trace.fraction < 1 )
{
// Xatrix/Ridah, make sure we hit something
if (!trace.startsolid && !trace.allsolid)
{
vec3_t move;
VectorCopy (trace.endpos, ent->s.origin);
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
ent->velocity[2] = 0;
VectorSubtract( ent->last_step_pos, ent->s.origin, move );
move[2] = 0;
if (ent->last_step_time < (level.time-0.2) && VectorLength(move) > 40)
{
trace_t trace2;
// JOSEPH 5-JUN-99
if (ent->classname && strcmp(ent->classname, "cast_dog"))
{
ent->s.event = EV_FOOTSTEP0 + ent->footsteptype;
}
// END JOSEPH
VectorCopy( ent->s.origin, ent->last_step_pos );
ent->last_step_time = level.time;
trace2 = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID | MASK_WATER);
if (trace2.contents & MASK_WATER)
{
ent->footsteptype = 8;
}
else if (trace2.surface->flags & SURF_CONCRETE)
{
ent->footsteptype = 0;
}
else if (trace2.surface->flags & SURF_FABRIC)
{
ent->footsteptype = 1;
}
else if (trace2.surface->flags & SURF_GRAVEL)
{
ent->footsteptype = 2;
}
else if (trace2.surface->flags & SURF_METAL)
{
ent->footsteptype = 3;
}
else if (trace2.surface->flags & SURF_METAL_L)
{
ent->footsteptype = 4;
}
else if (trace2.surface->flags & SURF_SNOW)
{
ent->footsteptype = 5;
}
else if (trace2.surface->flags & SURF_TILE)
{
ent->footsteptype = 6;
}
else if (trace2.surface->flags & SURF_WOOD)
{
ent->footsteptype = 7;
}
else if (trace2.surface->flags & SURF_WATER)
{
ent->footsteptype = 8;
}
else
{
ent->footsteptype = 0;
}
}
// if standing on an AI, get off
if (ent->groundentity->svflags & SVF_MONSTER)
{
ent->nav_data.goal_index = 0;
VectorSet( ent->velocity, rand()%400 - 200, rand()%400 - 200, 200 );
if (ent->groundentity->maxs[2] == ent->groundentity->cast_info.standing_max_z)
{ // duck
if (ent->groundentity->cast_info.move_crouch_down)
ent->groundentity->cast_info.currentmove = ent->groundentity->cast_info.move_crouch_down;
ent->groundentity->maxs[2] = DUCKING_MAX_Z;
}
// avoid
ent->groundentity->cast_info.avoid( ent->groundentity, ent, false );
}
}
// Xatrix/Ridah, didn't hit anything, so clear ->groundentity
}
else
{
ent->groundentity = NULL;
}
// Xatrix/Ridah, didn't hit anything, so clear ->groundentity
// END JOSEPH
// Ridah, do pitch adjustments
if (ent->cast_info.aiflags & AI_ADJUSTPITCH && ent->health > 0)
{
static vec3_t mins = {-4, -4, 0};
static vec3_t maxs = { 4, 4, 4};
vec3_t p1, p2;
vec3_t start, end;
vec3_t fwd, angles;
float pitch_diff;
trace_t tr;
AngleVectors( ent->s.angles, fwd, NULL, NULL );
VectorMA( ent->s.origin, ent->maxs[0]-maxs[0], fwd, start );
VectorCopy( start, end );
end[2] += ent->mins[2] - 32;
tr = gi.trace( start, mins, maxs, end, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID );
VectorCopy( tr.endpos, p1 );
VectorMA( ent->s.origin, -(ent->maxs[0]-maxs[0]), fwd, start );
VectorCopy( start, end );
end[2] += ent->mins[2] - 32;
tr = gi.trace( start, mins, maxs, end, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID );
VectorCopy( tr.endpos, p2 );
VectorSubtract( p1, p2, fwd );
VectorNormalize( fwd );
fwd[2] *= 0.5;
vectoangles( fwd, angles );
pitch_diff = AngleDiff( ent->s.angles[PITCH], angles[PITCH] );
if (fabs(pitch_diff) > 120*FRAMETIME)
{
if (pitch_diff > 0)
pitch_diff = 120*FRAMETIME;
else
pitch_diff = -120*FRAMETIME;
}
// if (pitch_diff)
// gi.dprintf("PITCH: %f -> ", ent->s.angles[PITCH]);
ent->s.angles[PITCH] += pitch_diff;
// if (pitch_diff)
// gi.dprintf("%f\n", ent->s.angles[PITCH]);
}
}
void M_CatagorizePosition (edict_t *ent)
{
vec3_t point;
int cont;
//
// get waterlevel
//
point[0] = ent->s.origin[0];
point[1] = ent->s.origin[1];
point[2] = ent->s.origin[2] + ent->mins[2] + 1;
cont = gi.pointcontents (point);
if (!(cont & MASK_WATER))
{
ent->waterlevel = 0;
ent->watertype = 0;
return;
}
ent->watertype = cont;
ent->waterlevel = 1;
point[2] += 26;
cont = gi.pointcontents (point);
if (!(cont & MASK_WATER))
return;
ent->waterlevel = 2;
point[2] += 22;
cont = gi.pointcontents (point);
if (cont & MASK_WATER)
ent->waterlevel = 3;
}
void M_WorldEffects (edict_t *ent)
{
int dmg;
if (ent->health > 0)
{
if (!(ent->flags & FL_SWIM))
{
if (ent->waterlevel < 3)
{
ent->air_finished = level.time + 12;
}
else if (ent->air_finished < level.time)
{ // drown!
if (ent->pain_debounce_time < level.time)
{
dmg = 2 + 2 * floor(level.time - ent->air_finished);
if (dmg > 15)
dmg = 15;
T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
ent->pain_debounce_time = level.time + 1;
}
}
}
else
{
if (ent->waterlevel > 0)
{
ent->air_finished = level.time + 9;
}
else if (ent->air_finished < level.time)
{ // suffocate!
if (ent->pain_debounce_time < level.time)
{
dmg = 2 + 2 * floor(level.time - ent->air_finished);
if (dmg > 15)
dmg = 15;
T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
ent->pain_debounce_time = level.time + 1;
}
}
}
}
if (ent->waterlevel == 0)
{
if (ent->flags & FL_INWATER)
{
// JOSEPH 13-MAY-99
gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/male/watr_out.wav"), 1, ATTN_NORM, 0);
// END JOSEPH
ent->flags &= ~FL_INWATER;
}
return;
}
if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA))
{
if (ent->damage_debounce_time < level.time)
{
ent->damage_debounce_time = level.time + 0.2;
T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA);
}
}
if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME))
{
if (ent->damage_debounce_time < level.time)
{
ent->damage_debounce_time = level.time + 1;
T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME);
}
}
if ( !(ent->flags & FL_INWATER) )
{
if (!(ent->svflags & SVF_DEADMONSTER))
{
// JOSEPH 29-MAR-99
if (ent->watertype & CONTENTS_LAVA)
{
//if (random() <= 0.5)
// gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/lava1.wav"), 1, ATTN_NORM, 0);
//else
// gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/lava2.wav"), 1, ATTN_NORM, 0);
}
// END JOSEPH
// JOSEPH 13-MAY-99
else if (ent->watertype & CONTENTS_SLIME)
gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/male/watr_in.wav"), 1, ATTN_NORM, 0);
else if (ent->watertype & CONTENTS_WATER)
gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/male/watr_in.wav"), 1, ATTN_NORM, 0);
// END JOSEPH
}
ent->flags |= FL_INWATER;
ent->damage_debounce_time = 0;
}
}
void M_droptofloor (edict_t *ent)
{
vec3_t end;
trace_t trace;
ent->s.origin[2] += 1;
VectorCopy (ent->s.origin, end);
end[2] -= 256;
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if (trace.fraction == 1 || trace.allsolid)
return;
VectorCopy (trace.endpos, ent->s.origin);
if (ent->solid != SOLID_TRIGGER)
{
gi.linkentity (ent);
M_CheckGround (ent);
M_CatagorizePosition (ent);
}
}
void M_SetEffects (edict_t *ent)
{
ent->s.effects &= ~(EF_COLOR_SHELL|EF_POWERSCREEN);
ent->s.renderfx &= ~(RF_SHELL_RED|RF_SHELL_GREEN|RF_SHELL_BLUE);
if (ent->health <= 0)
return;
}
void M_MoveFrame (edict_t *self)
{
mmove_t *move;
int index;
// Ridah, allow for reverse animations
qboolean reverse_anim;
int lowest_frame, highest_frame;
move = self->cast_info.currentmove;
if (move->lastframe < move->firstframe)
{
reverse_anim = true;
lowest_frame = move->lastframe;
highest_frame = move->firstframe;
}
else
{
reverse_anim = false;
lowest_frame = move->firstframe;
highest_frame = move->lastframe;
}
self->nextthink = level.time + FRAMETIME;
if ((self->cast_info.nextframe) && (self->cast_info.nextframe >= lowest_frame) && (self->cast_info.nextframe <= highest_frame))
{
self->s.frame = self->cast_info.nextframe;
self->cast_info.nextframe = 0;
}
else
{
if (self->s.frame == move->lastframe)
{
if (move->endfunc)
{
move->endfunc (self);
// regrab move, endfunc is very likely to change it
move = self->cast_info.currentmove;
if (move->lastframe < move->firstframe)
{
reverse_anim = true;
lowest_frame = move->lastframe;
highest_frame = move->firstframe;
}
else
{
reverse_anim = false;
lowest_frame = move->firstframe;
highest_frame = move->lastframe;
}
// check for death
if (self->svflags & SVF_DEADMONSTER)
return;
}
}
if ((self->s.frame < lowest_frame) || (self->s.frame > highest_frame))
{
self->s.frame = move->firstframe;
}
else
{
if (reverse_anim)
{
self->s.frame--;
if (self->s.frame < move->lastframe)
self->s.frame = move->firstframe;
}
else
{
self->s.frame++;
if (self->s.frame > move->lastframe)
self->s.frame = move->firstframe;
}
}
}
if (!reverse_anim)
index = self->s.frame - move->firstframe;
else
index = move->firstframe - self->s.frame;
if (move->frame[index].aifunc)
{
move->frame[index].aifunc (self, move->frame[index].dist * self->cast_info.scale);
// debugging
if (!self->cast_info.currentmove)
{ // we really shouldn't do this, but it's better than crashing
// nasty fix to get the bum not to print this message
if (strcmp (self->classname, "cast_bum_sit"))
gi.dprintf( "M_MoveFrame: NULL currentmove\n" );
self->cast_info.currentmove = move;
}
}
if (move->frame[index].thinkfunc)
move->frame[index].thinkfunc (self);
}
// thug2 HACK
extern mmove_t thug2_move_ambstand1;
extern void thug2_stand_up( edict_t *self );
extern void thug2_end_stand( edict_t *self );
extern void thug2_avoid ( edict_t *self, edict_t *other, qboolean face );
void cast_think (edict_t *self)
{
#include "ai_thug2.h"
// Ridah, turn it off before each frame, so it's only on when being fired
self->s.renderfx2 &= ~RF2_FLAMETHROWER;
// Ridah, if in cutscene, only let those in the scene actually think
if (level.cut_scene_time)
{
// if (!gi.inPVS(self->s.origin, level.cut_scene_origin))
if (self->cast_group == 1)
{
self->nextthink = level.time + 0.3;
return;
}
}
if (self->enemy && (self->enemy->health <= 0))
{
self->enemy = NULL;
// go back to the start pos if we're not doing anything
if ( !(self->cast_info.aiflags & AI_TAKE_COVER)
&& !(self->goal_ent)
&& (self->cast_info.currentmove->frame->aifunc == ai_stand)
&& (self->start_ent)
&& (VectorDistance( self->s.origin, self->start_ent->s.origin) > 256))
{
self->goal_ent = self->start_ent;
}
}
// HACK, make sure this gets cleared
if ((self->cast_info.aiflags & AI_TAKECOVER_IGNOREHEALTH) && !(self->cast_info.aiflags & AI_TAKE_COVER))
self->cast_info.aiflags &= ~AI_TAKECOVER_IGNOREHEALTH;
// Another HACK, so thug_sit's do the proper sit -> stand animation when they need to
if ( self->health > 0
&& self->cast_info.avoid == thug2_avoid
&& self->cast_info.move_stand != &thug2_move_ambstand1
&& ( (self->cast_info.currentmove->firstframe < FRAME_ambsit1_01)
|| (self->cast_info.currentmove->firstframe > FRAME_cards7_18)))
{ // they're doing something other than sitting, so clear the flag and prevent them from sitting again
thug2_stand_up( self );
}
// so we know how far we've fallen from
if (!self->groundentity)
{
if (self->last_offground < (level.time - 0.1))
self->fall_height = self->s.origin[2];
else if (self->fall_height < self->s.origin[2])
self->fall_height = self->s.origin[2];
self->last_offground = level.time;
}
else
{
self->last_onground = level.time;
}
if (self->cast_info.currentmove)
M_MoveFrame (self);
else
{
if (!strcmp (self->classname, "cast_bum_sit"))
{
self->health = 0;
self->die (self, world, world, 10, self->s.origin, PART_BODY, 0);
return;
}
else
// todo find out how the bum is getting here and causing the crash
gi.dprintf ("classname:%s\n", self->classname);
}
if (self->linkcount != self->cast_info.linkcount)
{
self->cast_info.linkcount = self->linkcount;
M_CheckGround (self);
if (self->groundentity)
VectorClear( self->velocity );
}
// make sure viewheight is correct
self->viewheight = self->maxs[2] - 4;
M_CatagorizePosition (self);
M_WorldEffects (self);
M_SetEffects (self);
if (self->enemy && (self->enemy->health <= 0))
self->enemy = NULL;
// JOSEPH 30-NOV-98
if (self->misstime && self->missent)
{
if (self->onarampage)
{
self->goal_ent = self->enemy;
}
else if (visible(self, self->missent) && (self->timemissing <= self->misstime))
{
self->timemissing = 0;
}
else
{
self->timemissing += 1.0;
if (self->timemissing > self->misstime)
{
if (visible(self, self->missent))
{
self->onarampage = 1;
}
else
{
self->goal_ent = self->missent;
}
}
}
}
// END JOSEPH
/*
// Ridah, HACK: character's that don't die after flamedeath, force them to die now
if ( (self->health <= 0)
&& (self->cast_info.currentmove->endfunc != AI_EndDeath))
{
extern void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject);
self->deadflag = 0;
// self->die( self, world, world, 10, self->s.origin, PART_BODY, 0);
Killed (self, self, self, 10, self->s.origin, PART_BODY, 0);
}
*/
}
/*
================
cast_use
Using a cast member makes it:
if it has a combattarget, will run to it,
ELSE get angry at the current activator
================
*/
void cast_use (edict_t *self, edict_t *other, edict_t *activator)
{
cast_memory_t *mem;
if (self->next_combattarget)
{
self->combattarget = self->next_combattarget;
self->next_combattarget = NULL;
}
if (self->combattarget)
AI_Goto_CombatTarget( self );
if (self->health <= 0)
return;
if (self->enemy)
return;
if (self->health <= 0)
return;
// check for special Episode script handling
if (EP_CastUse( self, other, activator ))
return;
mem = level.global_cast_memory[self->character_index][activator->character_index];
if (!mem || (mem->memory_type == MEMORY_TYPE_FRIEND))
return;
AI_MakeEnemy ( self, activator, 0 );
}
void cast_start_go (edict_t *self);
void cast_triggered_spawn (edict_t *self)
{
self->s.origin[2] += 1;
KillBox (self);
self->solid = SOLID_BBOX;
self->movetype = MOVETYPE_STEP;
self->svflags &= ~SVF_NOCLIENT;
self->air_finished = level.time + 12;
gi.linkentity (self);
cast_start_go (self);
// Ridah, changed this, must set (spawnflags & 1) to make the AI hostile at the activator
/*
if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET))
{
AI_StartAttack (self, self->enemy);
}
else
{
self->enemy = NULL;
}
*/
}
void cast_triggered_spawn_use (edict_t *self, edict_t *other, edict_t *activator)
{
// we have a one frame delay here so we don't telefrag the guy who activated us
self->think = cast_triggered_spawn;
self->nextthink = level.time + FRAMETIME;
// Ridah, try to add them to the character list
if (!AddCharacterToGame(self))
{
G_FreeEdict (self);
return;
}
// Ridah, done.
if (activator->client && (self->spawnflags & 1))
AI_MakeEnemy (self, activator, 0);
self->use = cast_use;
}
void cast_triggered_start (edict_t *self)
{
self->solid = SOLID_NOT;
self->movetype = MOVETYPE_NONE;
self->svflags |= SVF_NOCLIENT;
self->nextthink = 0;
self->use = cast_triggered_spawn_use;
}
/*
================
cast_death_use
When a cast member dies, they fire all of their targets with the current
enemy as activator.
================
*/
void cast_death_use (edict_t *self)
{
self->flags &= ~(FL_FLY|FL_SWIM);
if (self->item)
{
Drop_Item (self, self->item);
self->item = NULL;
}
if (self->deathtarget)
{
self->target = self->deathtarget;
}
else
{
// So we can process a death even if they don't have a ->deathtarget
EP_CastUse( self, self, self->enemy );
return; // Ridah, added this since we don't clear the ->target at startup anymore, and we don't went to fire a path_corner when we die
}
// if (!self->target)
// return;
G_UseTargets (self, self->enemy);
}
//============================================================================
qboolean cast_start (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return false;
}
// Ridah, try to add them to the character list
if (!(self->spawnflags & 2) && !AddCharacterToGame(self))
{
G_FreeEdict (self);
return false;
}
// Ridah, done.
AI_InitMemory( self );
EP_SetNameIndex( self );
EP_SpawnFlags (self);
self->s.renderfx2 |= RF2_DIR_LIGHTS;
//self->s.renderfx2 |= RF2_FLAMETHROWER;
//self->flags |= FL_GODMODE;
level.total_monsters++;
self->cast_info.standing_max_z = self->maxs[2];
if (!self->moral)
self->moral = ((int)self->s.origin[0]) % MORAL_MAX;
self->nextthink = level.time + FRAMETIME;
self->svflags |= SVF_MONSTER;
self->s.renderfx |= RF_FRAMELERP;
self->takedamage = DAMAGE_AIM;
self->air_finished = level.time + 12;
self->use = cast_use;
// Ridah, hired guys default to 200 health, so they don't die so quick
if (self->cast_group == 1 && self->health == 100)
self->health = 200;
self->max_health = self->health;
self->clipmask = MASK_MONSTERSOLID;
self->s.skinnum = self->skin;
self->deadflag = DEAD_NO;
self->svflags &= ~SVF_DEADMONSTER;
// talk by default
self->cast_info.aiflags |= AI_TALK;
if (!self->cast_info.checkattack)
self->cast_info.checkattack = AI_CheckAttack;
VectorCopy (self->s.origin, self->s.old_origin);
// Ridah, new AI system
if (!self->cast_info.max_attack_distance)
self->cast_info.max_attack_distance = DEFAULT_MAX_ATTACK_DISTANCE;
if (!self->cast_info.max_sighting_distance)
self->cast_info.max_sighting_distance = DEFAULT_MAX_SIGHTING_DISTANCE;
// Ridah, done.
if (st.item)
{
self->item = FindItemByClassname (st.item);
if (!self->item)
gi.dprintf("%s at %s has bad item: %s\n", self->classname, vtos(self->s.origin), st.item);
}
// randomize what frame they start on
if (self->cast_info.currentmove)
self->s.frame = self->cast_info.currentmove->firstframe + (rand() % (self->cast_info.currentmove->lastframe - self->cast_info.currentmove->firstframe + 1));
//Xatrix/Ridah/Navigator: init nav data
self->active_node_data = level.node_data;
self->nav_data.cache_node = -1;
// END: Xatrix/Ridah/Navigator: init current node
return true;
}
void cast_start_go (edict_t *self)
{
vec3_t v;
// Ridah, debugging ladders
//self->cast_group = 1;
if (self->health <= 0)
return;
/*
// check for target to combat_point and change to combattarget
if (self->target)
{
qboolean notcombat;
qboolean fixup;
edict_t *target;
target = NULL;
notcombat = false;
fixup = false;
while ((target = G_Find (target, FOFS(targetname), self->target)) != NULL)
{
if (strcmp(target->classname, "point_combat") == 0)
{
self->combattarget = self->target;
fixup = true;
}
else
{
notcombat = true;
}
}
if (notcombat && self->combattarget)
gi.dprintf("%s at %s has target with mixed types\n", self->classname, vtos(self->s.origin));
if (fixup)
self->target = NULL;
}
*/
// validate combattarget
if (self->combattarget)
{
edict_t *target;
target = NULL;
while ((target = G_Find (target, FOFS(targetname), self->combattarget)) != NULL)
{
if (strcmp(target->classname, "path_corner") != 0)
{
gi.dprintf("%s at (%i %i %i) has a bad combattarget %s : %s at (%i %i %i)\n",
self->classname, (int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2],
self->combattarget, target->classname, (int)target->s.origin[0], (int)target->s.origin[1],
(int)target->s.origin[2]);
}
}
}
// check for a guard_ent
if (self->guard_target)
{
edict_t *target;
target = NULL;
if ((target = G_Find (target, FOFS(targetname), self->guard_target)) != NULL)
{
self->guard_ent = target;
}
else
{
gi.dprintf("%s at (%i %i %i) has an un-matched guard_target (%s)\n",
self->classname,
(int)self->s.origin[0], (int)self->s.origin[1], (int)self->s.origin[2],
self->guard_target );
}
}
if (self->target)
{
self->goal_ent = G_PickTarget(self->target);
if (!self->goal_ent)
{
gi.dprintf ("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
self->target = NULL;
}
else if (strcmp (self->goal_ent->classname, "path_corner") == 0)
{
VectorSubtract (self->goal_ent->s.origin, self->s.origin, v);
self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
// Ridah, 5-7-99, prevent guy at intro appearing upright after reloading SR1
if (!(self->spawnflags & 2) && (!self->name || (strcmp(self->name, "IntroGuy") != 0)))
self->cast_info.pausetime = level.time + 3;
self->cast_info.currentmove = self->cast_info.move_stand;
}
// else
// {
// self->goal_ent = NULL;
// }
// so we actually start walking in ai_stand()
self->goal_ent = NULL;
}
if (self->leader_target)
{
if (!(self->leader = G_Find( NULL, FOFS(name), self->leader_target )))
{
gi.dprintf( "%s has un-matched leader_target at: %s\n", self->classname, vtos( self->s.origin ));
}
}
// if (!self->goal_ent)
{ // make them return to this position in the future
edict_t *ent;
ent = G_Spawn();
VectorCopy( self->s.origin, ent->s.origin );
VectorCopy( self->mins, ent->mins );
VectorCopy( self->maxs, ent->maxs );
ent->classname = "cast_origin";
ent->owner = self;
self->start_ent = ent;
}
// Health triggered events
if (self->health_target)
{
if (!self->health_threshold)
gi.dprintf( "Warning: %s has health_target without a health_threshold at %s\n", self->classname, vtos(self->s.origin) );
}
if (self->health_target2)
{
if (!self->health_threshold2)
gi.dprintf( "Warning: %s has health_target2 without a health_threshold2 at %s\n", self->classname, vtos(self->s.origin) );
}
if (self->health_target3)
{
if (!self->health_threshold3)
gi.dprintf( "Warning: %s has health_target3 without a health_threshold3 at %s\n", self->classname, vtos(self->s.origin) );
}
self->think = cast_think;
self->nextthink = level.time + FRAMETIME;
}
void walking_cast_start_go (edict_t *self)
{
if (!(self->spawnflags & 2) && level.time < 1)
{
M_droptofloor (self);
if (self->groundentity)
if (!M_walkmove (self, 0, 0))
gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
}
if (!self->yaw_speed)
self->yaw_speed = 40;
self->viewheight = self->cast_info.standing_max_z - 4;
cast_start_go (self);
if (self->cast_group == 1 && !self->name)
{
gi.dprintf( "\n** WARNING: friendly %s without a NAME.\n All friendly characters MUST have a name.\n\n", self->classname );
}
if (self->spawnflags & 2)
cast_triggered_start (self);
}
void walking_cast_start (edict_t *self)
{
if (!self->cast_info.scale)
self->cast_info.scale = MODEL_SCALE;
self->current_territory = self->cast_group; // assume we start in our territory
if (self->current_territory == 1) // player's group doesn't have a territory as such
self->current_territory = 0;
self->s.scale = self->cast_info.scale - 1.0;
self->think = walking_cast_start_go;
cast_start (self);
}
void flying_cast_start_go (edict_t *self)
{
if (!M_walkmove (self, 0, 0))
gi.dprintf ("%s in solid at %s\n", self->classname, vtos(self->s.origin));
if (!self->yaw_speed)
self->yaw_speed = 10;
self->viewheight = self->cast_info.standing_max_z - 4;
cast_start_go (self);
if (self->spawnflags & 2)
cast_triggered_start (self);
}
void flying_cast_start (edict_t *self)
{
self->flags |= FL_FLY;
self->think = flying_cast_start_go;
cast_start (self);
}
void swimming_cast_start_go (edict_t *self)
{
if (!self->yaw_speed)
self->yaw_speed = 10;
self->viewheight = 10;
cast_start_go (self);
if (self->spawnflags & 2)
cast_triggered_start (self);
}
void swimming_cast_start (edict_t *self)
{
self->flags |= FL_SWIM;
self->think = swimming_cast_start_go;
cast_start (self);
}
qboolean DeathByGib( edict_t *self, edict_t *inflictor, edict_t *attacker, float damage )
{
// Ridah, never show gibs if parental lock is on
if (cl_parental_lock->value)
return false;
if (inflictor->client)
return false;
if (inflictor == attacker)
{
return (damage > 80); // so pistol doesn't gib
}
else // rocket or grenade
{
return (damage >= 50);
}
}