#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); } }