1288 lines
30 KiB
C
1288 lines
30 KiB
C
#include "g_local.h"
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//
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// cast weapons
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//
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//FIXME cast members should call these with a totally accurate direction
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// and we can mess it up based on skill. Spread should be for normal
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// and we can tighten or loosen based on skill. We could muck with
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// the damages too, but I'm not sure that's such a good idea.
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void cast_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype)
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{
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fire_bullet (self, start, dir, damage, kick, hspread, vspread, MOD_UNKNOWN);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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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)
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{
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fire_shotgun (self, start, aimdir, damage, kick, hspread, vspread, count, MOD_UNKNOWN);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void cast_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect)
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{
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fire_blaster (self, start, dir, damage, speed, effect, false);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void cast_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype)
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{
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fire_grenade (self, start, aimdir, damage, speed, 2.5, damage+40);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void cast_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype)
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{
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fire_rocket (self, start, dir, damage, speed, damage+20, damage);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void cast_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype)
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{
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fire_rail (self, start, aimdir, damage, kick);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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void cast_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype)
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{
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fire_bfg (self, start, aimdir, damage, speed, damage_radius);
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gi.WriteByte (svc_muzzleflash2);
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gi.WriteShort (self - g_edicts);
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gi.WriteByte (flashtype);
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gi.multicast (start, MULTICAST_PVS);
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}
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//
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// Cast utility functions
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//
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static void M_FliesOff (edict_t *self)
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{
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self->s.effects &= ~EF_FLIES;
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self->s.sound = 0;
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}
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static void M_FliesOn (edict_t *self)
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{
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if (self->waterlevel)
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return;
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self->s.effects |= EF_FLIES;
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self->s.sound = gi.soundindex ("infantry/inflies1.wav");
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self->think = M_FliesOff;
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self->nextthink = level.time + 60;
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}
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void M_FlyCheck (edict_t *self)
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{
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if (self->waterlevel)
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return;
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if (random() > 0.5)
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return;
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self->think = M_FliesOn;
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self->nextthink = level.time + 5 + 10 * random();
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}
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/*
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void AttackFinished (edict_t *self, float time)
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{
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self->cast_info.attack_finished = level.time + time;
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}
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*/
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void M_CheckGround (edict_t *ent)
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{
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vec3_t point;
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trace_t trace;
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if (ent->flags & (FL_SWIM|FL_FLY))
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return;
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if (ent->velocity[2] > 100)
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{
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ent->groundentity = NULL;
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return;
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}
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// if the hull point one-quarter unit down is solid the entity is on ground
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point[0] = ent->s.origin[0];
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point[1] = ent->s.origin[1];
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point[2] = ent->s.origin[2] - 0.25;
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID);
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// check steepness
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// Xatrix/Ridah, make sure we hit something
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if ( trace.fraction < 1 && !trace.allsolid )
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// Xatrix/Ridah, make sure we hit something
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if ( trace.plane.normal[2] < 0.5 && !trace.startsolid)
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{
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ent->groundentity = NULL;
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// Xatrix/Ridah, added this to help monsters slide off steep walls
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VectorScale (trace.plane.normal, 200 * (trace.plane.normal[2] + 0.1), ent->velocity);
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// if (ent->velocity[2] < 120)
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// ent->velocity[2] = 120;
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// Xatrix/Ridah, added this to fix ladder climbing problem
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return;
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}
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// Xatrix/Ridah, added this to fix ladder climbing problems
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if ( trace.fraction == 1 )
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{
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// if we're stuck in a solid, try and move out of it
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if (trace.allsolid && ent->health > 0)
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{
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float x, y, z;
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float dist;
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vec3_t vec, dest;
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for (dist = 4; dist < 64; dist+= 24)
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{
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for (x=-1; x<2; x++)
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for (y=-1; y<2; y++)
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for (z=-1; z<2; z++)
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{
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VectorSet( vec, x, y, z );
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VectorNormalize( vec );
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VectorMA( ent->s.origin, dist, vec, dest );
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trace = gi.trace (dest, ent->mins, ent->maxs, dest, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID);
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if (!trace.allsolid)
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{
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VectorCopy( dest, ent->s.origin );
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goto foundspot;
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}
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}
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}
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}
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foundspot:
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ent->groundentity = NULL;
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return;
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}
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// Xatrix/Ridah, end.
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// Ridah
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if (trace.ent->svflags & SVF_MONSTER)
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{
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ent->groundentity = NULL;
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return;
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}
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// ent->groundentity = trace.ent;
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// ent->groundentity_linkcount = trace.ent->linkcount;
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// if (!trace.startsolid && !trace.allsolid)
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// VectorCopy (trace.endpos, ent->s.origin);
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// JOSEPH 2-MAY-99
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// Xatrix/Ridah, make sure we hit something
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if ( trace.fraction < 1 )
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{
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// Xatrix/Ridah, make sure we hit something
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if (!trace.startsolid && !trace.allsolid)
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{
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vec3_t move;
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VectorCopy (trace.endpos, ent->s.origin);
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ent->groundentity = trace.ent;
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ent->groundentity_linkcount = trace.ent->linkcount;
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ent->velocity[2] = 0;
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VectorSubtract( ent->last_step_pos, ent->s.origin, move );
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move[2] = 0;
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if (ent->last_step_time < (level.time-0.2) && VectorLength(move) > 40)
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{
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trace_t trace2;
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// JOSEPH 5-JUN-99
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if (ent->classname && strcmp(ent->classname, "cast_dog"))
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{
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ent->s.event = EV_FOOTSTEP0 + ent->footsteptype;
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}
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// END JOSEPH
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VectorCopy( ent->s.origin, ent->last_step_pos );
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ent->last_step_time = level.time;
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trace2 = gi.trace (ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID | MASK_WATER);
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if (trace2.contents & MASK_WATER)
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{
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ent->footsteptype = 8;
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}
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else if (trace2.surface->flags & SURF_CONCRETE)
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{
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ent->footsteptype = 0;
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}
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else if (trace2.surface->flags & SURF_FABRIC)
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{
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ent->footsteptype = 1;
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}
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else if (trace2.surface->flags & SURF_GRAVEL)
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{
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ent->footsteptype = 2;
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}
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else if (trace2.surface->flags & SURF_METAL)
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{
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ent->footsteptype = 3;
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}
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else if (trace2.surface->flags & SURF_METAL_L)
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{
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ent->footsteptype = 4;
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}
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else if (trace2.surface->flags & SURF_SNOW)
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{
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ent->footsteptype = 5;
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}
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else if (trace2.surface->flags & SURF_TILE)
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{
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ent->footsteptype = 6;
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}
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else if (trace2.surface->flags & SURF_WOOD)
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{
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ent->footsteptype = 7;
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}
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else if (trace2.surface->flags & SURF_WATER)
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{
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ent->footsteptype = 8;
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}
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else
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{
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ent->footsteptype = 0;
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}
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}
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// if standing on an AI, get off
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if (ent->groundentity->svflags & SVF_MONSTER)
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{
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ent->nav_data.goal_index = 0;
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VectorSet( ent->velocity, rand()%400 - 200, rand()%400 - 200, 200 );
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if (ent->groundentity->maxs[2] == ent->groundentity->cast_info.standing_max_z)
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{ // duck
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if (ent->groundentity->cast_info.move_crouch_down)
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ent->groundentity->cast_info.currentmove = ent->groundentity->cast_info.move_crouch_down;
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ent->groundentity->maxs[2] = DUCKING_MAX_Z;
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}
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// avoid
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ent->groundentity->cast_info.avoid( ent->groundentity, ent, false );
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}
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}
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// Xatrix/Ridah, didn't hit anything, so clear ->groundentity
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}
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else
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{
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ent->groundentity = NULL;
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}
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// Xatrix/Ridah, didn't hit anything, so clear ->groundentity
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// END JOSEPH
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// Ridah, do pitch adjustments
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if (ent->cast_info.aiflags & AI_ADJUSTPITCH && ent->health > 0)
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{
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static vec3_t mins = {-4, -4, 0};
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static vec3_t maxs = { 4, 4, 4};
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vec3_t p1, p2;
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vec3_t start, end;
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vec3_t fwd, angles;
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float pitch_diff;
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trace_t tr;
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AngleVectors( ent->s.angles, fwd, NULL, NULL );
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VectorMA( ent->s.origin, ent->maxs[0]-maxs[0], fwd, start );
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VectorCopy( start, end );
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end[2] += ent->mins[2] - 32;
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tr = gi.trace( start, mins, maxs, end, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID );
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VectorCopy( tr.endpos, p1 );
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VectorMA( ent->s.origin, -(ent->maxs[0]-maxs[0]), fwd, start );
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VectorCopy( start, end );
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end[2] += ent->mins[2] - 32;
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tr = gi.trace( start, mins, maxs, end, ent, MASK_PLAYERSOLID | MASK_MONSTERSOLID );
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VectorCopy( tr.endpos, p2 );
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VectorSubtract( p1, p2, fwd );
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VectorNormalize( fwd );
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fwd[2] *= 0.5;
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vectoangles( fwd, angles );
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pitch_diff = AngleDiff( ent->s.angles[PITCH], angles[PITCH] );
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if (fabs(pitch_diff) > 120*FRAMETIME)
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{
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if (pitch_diff > 0)
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pitch_diff = 120*FRAMETIME;
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else
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pitch_diff = -120*FRAMETIME;
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}
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// if (pitch_diff)
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// gi.dprintf("PITCH: %f -> ", ent->s.angles[PITCH]);
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ent->s.angles[PITCH] += pitch_diff;
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// if (pitch_diff)
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// gi.dprintf("%f\n", ent->s.angles[PITCH]);
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}
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}
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void M_CatagorizePosition (edict_t *ent)
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{
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vec3_t point;
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int cont;
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//
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// get waterlevel
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//
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point[0] = ent->s.origin[0];
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point[1] = ent->s.origin[1];
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point[2] = ent->s.origin[2] + ent->mins[2] + 1;
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cont = gi.pointcontents (point);
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if (!(cont & MASK_WATER))
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{
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ent->waterlevel = 0;
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ent->watertype = 0;
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return;
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}
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ent->watertype = cont;
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ent->waterlevel = 1;
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point[2] += 26;
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cont = gi.pointcontents (point);
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if (!(cont & MASK_WATER))
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return;
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ent->waterlevel = 2;
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point[2] += 22;
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cont = gi.pointcontents (point);
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if (cont & MASK_WATER)
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ent->waterlevel = 3;
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}
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void M_WorldEffects (edict_t *ent)
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{
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int dmg;
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if (ent->health > 0)
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{
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if (!(ent->flags & FL_SWIM))
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{
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if (ent->waterlevel < 3)
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{
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ent->air_finished = level.time + 12;
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}
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else if (ent->air_finished < level.time)
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{ // drown!
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if (ent->pain_debounce_time < level.time)
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{
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dmg = 2 + 2 * floor(level.time - ent->air_finished);
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if (dmg > 15)
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dmg = 15;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
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ent->pain_debounce_time = level.time + 1;
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}
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}
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}
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else
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{
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if (ent->waterlevel > 0)
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{
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ent->air_finished = level.time + 9;
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}
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else if (ent->air_finished < level.time)
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{ // suffocate!
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if (ent->pain_debounce_time < level.time)
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{
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dmg = 2 + 2 * floor(level.time - ent->air_finished);
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if (dmg > 15)
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dmg = 15;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, dmg, 0, DAMAGE_NO_ARMOR, MOD_WATER);
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ent->pain_debounce_time = level.time + 1;
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}
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}
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}
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}
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if (ent->waterlevel == 0)
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{
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if (ent->flags & FL_INWATER)
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{
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// JOSEPH 13-MAY-99
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gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/male/watr_out.wav"), 1, ATTN_NORM, 0);
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// END JOSEPH
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ent->flags &= ~FL_INWATER;
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}
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return;
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}
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if ((ent->watertype & CONTENTS_LAVA) && !(ent->flags & FL_IMMUNE_LAVA))
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{
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if (ent->damage_debounce_time < level.time)
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{
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ent->damage_debounce_time = level.time + 0.2;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 10*ent->waterlevel, 0, 0, MOD_LAVA);
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}
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}
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if ((ent->watertype & CONTENTS_SLIME) && !(ent->flags & FL_IMMUNE_SLIME))
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{
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if (ent->damage_debounce_time < level.time)
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{
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ent->damage_debounce_time = level.time + 1;
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T_Damage (ent, world, world, vec3_origin, ent->s.origin, vec3_origin, 4*ent->waterlevel, 0, 0, MOD_SLIME);
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}
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}
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if ( !(ent->flags & FL_INWATER) )
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{
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if (!(ent->svflags & SVF_DEADMONSTER))
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{
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// JOSEPH 29-MAR-99
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if (ent->watertype & CONTENTS_LAVA)
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{
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//if (random() <= 0.5)
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// gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/lava1.wav"), 1, ATTN_NORM, 0);
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//else
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// gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/lava2.wav"), 1, ATTN_NORM, 0);
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}
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// END JOSEPH
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// JOSEPH 13-MAY-99
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else if (ent->watertype & CONTENTS_SLIME)
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gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/male/watr_in.wav"), 1, ATTN_NORM, 0);
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else if (ent->watertype & CONTENTS_WATER)
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gi.sound (ent, CHAN_BODY, gi.soundindex("actors/player/male/watr_in.wav"), 1, ATTN_NORM, 0);
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// END JOSEPH
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}
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ent->flags |= FL_INWATER;
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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);
|
|
}
|
|
}
|