Cleanup medic and add sanity checks

This commit is contained in:
Yamagi Burmeister 2014-02-05 19:45:37 +01:00
parent f13744b79e
commit 817cb17c10
2 changed files with 571 additions and 306 deletions

View File

@ -1,16 +1,14 @@
/*
==============================================================================
MEDIC
==============================================================================
/* =======================================================================
*
* Medic.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "medic.h"
qboolean visible (edict_t *self, edict_t *other);
void ED_CallSpawn(edict_t *ent);
static int sound_idle1;
static int sound_pain1;
@ -23,48 +21,87 @@ static int sound_hook_hit;
static int sound_hook_heal;
static int sound_hook_retract;
qboolean visible(edict_t *self, edict_t *other);
edict_t *medic_FindDeadMonster (edict_t *self)
edict_t *
medic_FindDeadMonster(edict_t *self)
{
edict_t *ent = NULL;
edict_t *best = NULL;
if (!ent)
{
return NULL;
}
while ((ent = findradius(ent, self->s.origin, 1024)) != NULL)
{
if (ent == self)
{
continue;
}
if (!(ent->svflags & SVF_MONSTER))
{
continue;
}
if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
{
continue;
}
if (ent->owner)
{
continue;
}
if (ent->health > 0)
{
continue;
}
if (ent->nextthink)
{
continue;
}
if (!visible(self, ent))
{
continue;
}
if (!best)
{
best = ent;
continue;
}
if (ent->max_health <= best->max_health)
{
continue;
}
best = ent;
}
return best;
}
void medic_idle (edict_t *self)
void
medic_idle(edict_t *self)
{
edict_t *ent;
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
ent = medic_FindDeadMonster(self);
if (ent)
{
self->enemy = ent;
@ -74,15 +111,22 @@ void medic_idle (edict_t *self)
}
}
void medic_search (edict_t *self)
void
medic_search(edict_t *self)
{
edict_t *ent;
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
if (!self->oldenemy)
{
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
@ -94,14 +138,18 @@ void medic_search (edict_t *self)
}
}
void medic_sight (edict_t *self, edict_t *other)
void
medic_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
mframe_t medic_frames_stand [] =
{
mframe_t medic_frames_stand[] = {
{ai_stand, 0, medic_idle},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -192,18 +240,27 @@ mframe_t medic_frames_stand [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
};
mmove_t medic_move_stand = {FRAME_wait1, FRAME_wait90, medic_frames_stand, NULL};
void medic_stand (edict_t *self)
mmove_t medic_move_stand = {
FRAME_wait1,
FRAME_wait90,
medic_frames_stand,
NULL
};
void
medic_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &medic_move_stand;
}
mframe_t medic_frames_walk [] =
{
mframe_t medic_frames_walk[] = {
{ai_walk, 6.2, NULL},
{ai_walk, 18.1, NULL},
{ai_walk, 1, NULL},
@ -217,33 +274,55 @@ mframe_t medic_frames_walk [] =
{ai_walk, 14, NULL},
{ai_walk, 9.3, NULL}
};
mmove_t medic_move_walk = {FRAME_walk1, FRAME_walk12, medic_frames_walk, NULL};
void medic_walk (edict_t *self)
mmove_t medic_move_walk = {
FRAME_walk1,
FRAME_walk12,
medic_frames_walk,
NULL
};
void
medic_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &medic_move_walk;
}
mframe_t medic_frames_run [] =
{
mframe_t medic_frames_run[] = {
{ai_run, 18, NULL},
{ai_run, 22.5, NULL},
{ai_run, 25.4, NULL},
{ai_run, 23.4, NULL},
{ai_run, 24, NULL},
{ai_run, 35.6, NULL}
};
mmove_t medic_move_run = {FRAME_run1, FRAME_run6, medic_frames_run, NULL};
void medic_run (edict_t *self)
mmove_t medic_move_run = {
FRAME_run1,
FRAME_run6,
medic_frames_run,
NULL
};
void
medic_run(edict_t *self)
{
if (!self)
{
return;
}
if (!(self->monsterinfo.aiflags & AI_MEDIC))
{
edict_t *ent;
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
@ -256,14 +335,16 @@ void medic_run (edict_t *self)
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &medic_move_stand;
}
else
{
self->monsterinfo.currentmove = &medic_move_run;
}
}
mframe_t medic_frames_pain1 [] =
{
mframe_t medic_frames_pain1[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -273,10 +354,15 @@ mframe_t medic_frames_pain1 [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t medic_move_pain1 = {FRAME_paina1, FRAME_paina8, medic_frames_pain1, medic_run};
mframe_t medic_frames_pain2 [] =
{
mmove_t medic_move_pain1 = {
FRAME_paina1,
FRAME_paina8,
medic_frames_pain1,
medic_run
};
mframe_t medic_frames_pain2[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -293,20 +379,38 @@ mframe_t medic_frames_pain2 [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t medic_move_pain2 = {FRAME_painb1, FRAME_painb15, medic_frames_pain2, medic_run};
void medic_pain (edict_t *self, edict_t *other, float kick, int damage)
mmove_t medic_move_pain2 = {
FRAME_painb1,
FRAME_painb15,
medic_frames_pain2,
medic_run
};
void
medic_pain(edict_t *self, edict_t *other /* unused */, float kick, int damage)
{
if (!self)
{
return;
}
if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1;
}
if (level.time < self->pain_debounce_time)
{
return;
}
self->pain_debounce_time = level.time + 3;
if (skill->value == 3)
return; // no pain anims in nightmare
{
return; /* no pain anims in nightmare */
}
if (random() < 0.5)
{
@ -320,7 +424,8 @@ void medic_pain (edict_t *self, edict_t *other, float kick, int damage)
}
}
void medic_fire_blaster (edict_t *self)
void
medic_fire_blaster(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
@ -328,15 +433,30 @@ void medic_fire_blaster (edict_t *self)
vec3_t dir;
int effect;
if (!self)
{
return;
}
if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
{
effect = EF_BLASTER;
else if ((self->s.frame == FRAME_attack19) || (self->s.frame == FRAME_attack22) || (self->s.frame == FRAME_attack25) || (self->s.frame == FRAME_attack28))
}
else if ((self->s.frame == FRAME_attack19) ||
(self->s.frame == FRAME_attack22) ||
(self->s.frame == FRAME_attack25) ||
(self->s.frame == FRAME_attack28))
{
effect = EF_HYPERBLASTER;
}
else
{
effect = 0;
}
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], forward, right, start);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1],
forward, right, start);
VectorCopy(self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
@ -345,9 +465,14 @@ void medic_fire_blaster (edict_t *self)
monster_fire_blaster(self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect);
}
void medic_dead (edict_t *self)
void
medic_dead(edict_t *self)
{
if (!self)
{
return;
}
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
@ -356,8 +481,7 @@ void medic_dead (edict_t *self)
gi.linkentity(self);
}
mframe_t medic_frames_death [] =
{
mframe_t medic_frames_death[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -389,33 +513,57 @@ mframe_t medic_frames_death [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t medic_move_death = {FRAME_death1, FRAME_death30, medic_frames_death, medic_dead};
void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
mmove_t medic_move_death = {
FRAME_death1,
FRAME_death30,
medic_frames_death,
medic_dead
};
void
medic_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
int damage, vec3_t point /* unused */)
{
int n;
// if we had a pending patient, free him up for another medic
if ((self->enemy) && (self->enemy->owner == self))
self->enemy->owner = NULL;
if (!self)
{
return;
}
// check for gib
/* if we had a pending patient, free him up for another medic */
if ((self->enemy) && (self->enemy->owner == self))
{
self->enemy->owner = NULL;
}
/* check for gib */
if (self->health <= self->gib_health)
{
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
{
ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
}
for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
}
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
{
return;
}
// regular death
/* regular death */
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
@ -423,11 +571,19 @@ void medic_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage
self->monsterinfo.currentmove = &medic_move_death;
}
void medic_duck_down (edict_t *self)
void
medic_duck_down(edict_t *self)
{
if (!self)
{
if (self->monsterinfo.aiflags & AI_DUCKED)
return;
}
if (self->monsterinfo.aiflags & AI_DUCKED)
{
return;
}
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
@ -435,24 +591,39 @@ void medic_duck_down (edict_t *self)
gi.linkentity(self);
}
void medic_duck_hold (edict_t *self)
void
medic_duck_hold(edict_t *self)
{
if (level.time >= self->monsterinfo.pausetime)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
if (!self)
{
return;
}
void medic_duck_up (edict_t *self)
if (level.time >= self->monsterinfo.pausetime)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
}
else
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
}
void
medic_duck_up(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity(self);
}
mframe_t medic_frames_duck [] =
{
mframe_t medic_frames_duck[] = {
{ai_move, -1, NULL},
{ai_move, -1, NULL},
{ai_move, -1, medic_duck_down},
@ -470,21 +641,36 @@ mframe_t medic_frames_duck [] =
{ai_move, -1, NULL},
{ai_move, -1, NULL}
};
mmove_t medic_move_duck = {FRAME_duck1, FRAME_duck16, medic_frames_duck, medic_run};
void medic_dodge (edict_t *self, edict_t *attacker, float eta)
mmove_t medic_move_duck = {
FRAME_duck1,
FRAME_duck16,
medic_frames_duck,
medic_run
};
void
medic_dodge(edict_t *self, edict_t *attacker, float eta)
{
if (!self || !attacker)
{
if (random() > 0.25)
return;
}
if (random() > 0.25)
{
return;
}
if (!self->enemy)
{
self->enemy = attacker;
}
self->monsterinfo.currentmove = &medic_move_duck;
}
mframe_t medic_frames_attackHyperBlaster [] =
{
mframe_t medic_frames_attackHyperBlaster[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
@ -502,19 +688,32 @@ mframe_t medic_frames_attackHyperBlaster [] =
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, medic_fire_blaster}
};
mmove_t medic_move_attackHyperBlaster = {FRAME_attack15, FRAME_attack30, medic_frames_attackHyperBlaster, medic_run};
mmove_t medic_move_attackHyperBlaster = {
FRAME_attack15,
FRAME_attack30,
medic_frames_attackHyperBlaster,
medic_run
};
void medic_continue (edict_t *self)
void
medic_continue(edict_t *self)
{
if (visible (self, self->enemy) )
if (random() <= 0.95)
self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
if (!self)
{
return;
}
mframe_t medic_frames_attackBlaster [] =
if (visible(self, self->enemy))
{
if (random() <= 0.95)
{
self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
}
}
}
mframe_t medic_frames_attackBlaster[] = {
{ai_charge, 0, NULL},
{ai_charge, 5, NULL},
{ai_charge, 5, NULL},
@ -528,20 +727,28 @@ mframe_t medic_frames_attackBlaster [] =
{ai_charge, 0, NULL},
{ai_charge, 0, medic_fire_blaster},
{ai_charge, 0, NULL},
{ai_charge, 0, medic_continue} // Change to medic_continue... Else, go to frame 32
{ai_charge, 0, medic_continue} /* Change to medic_continue... Else, go to frame 32 */
};
mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};
mmove_t medic_move_attackBlaster = {
FRAME_attack1,
FRAME_attack14,
medic_frames_attackBlaster,
medic_run
};
void medic_hook_launch (edict_t *self)
void
medic_hook_launch(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
}
void ED_CallSpawn (edict_t *ent);
static vec3_t medic_cable_offsets[] =
{
static vec3_t medic_cable_offsets[] = {
{45.0, -9.2, 15.5},
{48.4, -9.7, 15.2},
{47.8, -9.8, 15.8},
@ -554,36 +761,56 @@ static vec3_t medic_cable_offsets[] =
{32.7, -19.7, 10.4}
};
void medic_cable_attack (edict_t *self)
void
medic_cable_attack(edict_t *self)
{
vec3_t offset, start, end, f, r;
trace_t tr;
vec3_t dir, angles;
float distance;
if (!self->enemy->inuse)
if (!self)
{
return;
}
if (!self->enemy->inuse)
{
return;
}
AngleVectors(self->s.angles, f, r, NULL);
VectorCopy(medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
G_ProjectSource(self->s.origin, offset, f, r, start);
// check for max distance
/* check for max distance */
VectorSubtract(start, self->enemy->s.origin, dir);
distance = VectorLength(dir);
if (distance > 256)
return;
// check for min/max pitch
vectoangles (dir, angles);
if (angles[0] < -180)
angles[0] += 360;
if (fabs(angles[0]) > 45)
if (distance > 256)
{
return;
}
/* check for min/max pitch */
vectoangles(dir, angles);
if (angles[0] < -180)
{
angles[0] += 360;
}
if (fabs(angles[0]) > 45)
{
return;
}
tr = gi.trace(start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT);
if (tr.fraction != 1.0 && tr.ent != self->enemy)
if ((tr.fraction != 1.0) && (tr.ent != self->enemy))
{
return;
}
if (self->s.frame == FRAME_attack43)
{
@ -601,12 +828,15 @@ void medic_cable_attack (edict_t *self)
self->enemy->owner = self;
ED_CallSpawn(self->enemy);
self->enemy->owner = NULL;
if (self->enemy->think)
{
self->enemy->nextthink = level.time;
self->enemy->think(self->enemy);
}
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
if (self->oldenemy && self->oldenemy->client)
{
self->enemy->enemy = self->oldenemy;
@ -616,13 +846,15 @@ void medic_cable_attack (edict_t *self)
else
{
if (self->s.frame == FRAME_attack44)
{
gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
}
}
// adjust start for beam origin being in middle of a segment
/* adjust start for beam origin being in middle of a segment */
VectorMA(start, 8, f, start);
// adjust end z for end spot since the monster is currently dead
/* adjust end z for end spot since the monster is currently dead */
VectorCopy(self->enemy->s.origin, end);
end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;
@ -634,14 +866,19 @@ void medic_cable_attack (edict_t *self)
gi.multicast(self->s.origin, MULTICAST_PVS);
}
void medic_hook_retract (edict_t *self)
void
medic_hook_retract(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
}
mframe_t medic_frames_attackCable [] =
{
mframe_t medic_frames_attackCable[] = {
{ai_move, 2, NULL},
{ai_move, 3, NULL},
{ai_move, 5, NULL},
@ -671,19 +908,40 @@ mframe_t medic_frames_attackCable [] =
{ai_move, 1.2, NULL},
{ai_move, 1.3, NULL}
};
mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};
mmove_t medic_move_attackCable = {
FRAME_attack33,
FRAME_attack60,
medic_frames_attackCable,
medic_run
};
void medic_attack(edict_t *self)
void
medic_attack(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_MEDIC)
self->monsterinfo.currentmove = &medic_move_attackCable;
else
self->monsterinfo.currentmove = &medic_move_attackBlaster;
if (!self)
{
return;
}
qboolean medic_checkattack (edict_t *self)
if (self->monsterinfo.aiflags & AI_MEDIC)
{
self->monsterinfo.currentmove = &medic_move_attackCable;
}
else
{
self->monsterinfo.currentmove = &medic_move_attackBlaster;
}
}
qboolean
medic_checkattack(edict_t *self)
{
if (!self)
{
return false;
}
if (self->monsterinfo.aiflags & AI_MEDIC)
{
medic_attack(self);
@ -693,11 +951,17 @@ qboolean medic_checkattack (edict_t *self)
return M_CheckAttack(self);
}
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
/*
* QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_medic (edict_t *self)
void
SP_monster_medic(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
@ -748,4 +1012,3 @@ void SP_monster_medic (edict_t *self)
walkmonster_start(self);
}

View File

@ -1,6 +1,9 @@
// G:\quake2\baseq2\models/monsters/medic
// This file generated by ModelGen - Do NOT Modify
/* =======================================================================
*
* Medic animations.
*
* =======================================================================
*/
#define FRAME_walk1 0
#define FRAME_walk2 1
@ -239,5 +242,4 @@
#define FRAME_attack58 234
#define FRAME_attack59 235
#define FRAME_attack60 236
#define MODEL_SCALE 1.000000