/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA * 02111-1307, USA. * * ======================================================================= * * Monster utility functions. While unused by the CTF code they must * persist here since most of the other game codes has ties to it. * * ======================================================================= */ #include "header/local.h" /* monster weapons */ void monster_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 monster_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 monster_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 monster_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 monster_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 monster_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 monster_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); } /* Monster 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->monsterinfo.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_MONSTERSOLID); /* check steepness */ if ((trace.plane.normal[2] < 0.7) && !trace.startsolid) { ent->groundentity = NULL; return; } if (!trace.startsolid && !trace.allsolid) { VectorCopy(trace.endpos, ent->s.origin); ent->groundentity = trace.ent; ent->groundentity_linkcount = trace.ent->linkcount; ent->velocity[2] = 0; } } 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) { gi.sound(ent, CHAN_BODY, gi.soundindex("player/watr_out.wav"), 1, ATTN_NORM, 0); 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)) { if (ent->watertype & CONTENTS_LAVA) { if (random() <= 0.5) { gi.sound(ent, CHAN_BODY, gi.soundindex( "player/lava1.wav"), 1, ATTN_NORM, 0); } else { gi.sound(ent, CHAN_BODY, gi.soundindex( "player/lava2.wav"), 1, ATTN_NORM, 0); } } else if (ent->watertype & CONTENTS_SLIME) { gi.sound(ent, CHAN_BODY, gi.soundindex( "player/watr_in.wav"), 1, ATTN_NORM, 0); } else if (ent->watertype & CONTENTS_WATER) { gi.sound(ent, CHAN_BODY, gi.soundindex( "player/watr_in.wav"), 1, ATTN_NORM, 0); } } 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); 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->monsterinfo.aiflags & AI_RESURRECTING) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_RED; } if (ent->health <= 0) { return; } if (ent->powerarmor_time > level.time) { if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SCREEN) { ent->s.effects |= EF_POWERSCREEN; } else if (ent->monsterinfo.power_armor_type == POWER_ARMOR_SHIELD) { ent->s.effects |= EF_COLOR_SHELL; ent->s.renderfx |= RF_SHELL_GREEN; } } } void M_MoveFrame(edict_t *self) { mmove_t *move; int index; move = self->monsterinfo.currentmove; self->nextthink = level.time + FRAMETIME; if ((self->monsterinfo.nextframe) && (self->monsterinfo.nextframe >= move->firstframe) && (self->monsterinfo.nextframe <= move->lastframe)) { self->s.frame = self->monsterinfo.nextframe; self->monsterinfo.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->monsterinfo.currentmove; /* check for death */ if (self->svflags & SVF_DEADMONSTER) { return; } } } if ((self->s.frame < move->firstframe) || (self->s.frame > move->lastframe)) { self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; self->s.frame = move->firstframe; } else { if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME)) { self->s.frame++; if (self->s.frame > move->lastframe) { self->s.frame = move->firstframe; } } } } index = self->s.frame - move->firstframe; if (move->frame[index].aifunc) { if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME)) { move->frame[index].aifunc(self, move->frame[index].dist * self->monsterinfo.scale); } else { move->frame[index].aifunc(self, 0); } } if (move->frame[index].thinkfunc) { move->frame[index].thinkfunc(self); } } void monster_think(edict_t *self) { M_MoveFrame(self); if (self->linkcount != self->monsterinfo.linkcount) { self->monsterinfo.linkcount = self->linkcount; M_CheckGround(self); } M_CatagorizePosition(self); M_WorldEffects(self); M_SetEffects(self); } /* * Using a monster makes it angry * at the current activator */ void monster_use(edict_t *self, edict_t *other, edict_t *activator) { if (self->enemy) { return; } if (self->health <= 0) { return; } if (activator->flags & FL_NOTARGET) { return; } if (!(activator->client) && !(activator->monsterinfo.aiflags & AI_GOOD_GUY)) { return; } /* delay reaction so if the monster is teleported, its sound is still heard */ self->enemy = activator; FoundTarget(self); } void monster_start_go(edict_t *self); void monster_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); monster_start_go(self); if (self->enemy && !(self->spawnflags & 1) && !(self->enemy->flags & FL_NOTARGET)) { FoundTarget(self); } else { self->enemy = NULL; } } void monster_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 = monster_triggered_spawn; self->nextthink = level.time + FRAMETIME; if (activator->client) { self->enemy = activator; } self->use = monster_use; } void monster_triggered_start(edict_t *self) { self->solid = SOLID_NOT; self->movetype = MOVETYPE_NONE; self->svflags |= SVF_NOCLIENT; self->nextthink = 0; self->use = monster_triggered_spawn_use; } /* * When a monster dies, it fires all of its * targets with the current enemy as activator. */ void monster_death_use(edict_t *self) { self->flags &= ~(FL_FLY | FL_SWIM); self->monsterinfo.aiflags &= AI_GOOD_GUY; if (self->item) { Drop_Item(self, self->item); self->item = NULL; } if (self->deathtarget) { self->target = self->deathtarget; } if (!self->target) { return; } G_UseTargets(self, self->enemy); } /* ============================================================================ */ qboolean monster_start(edict_t *self) { if (deathmatch->value) { G_FreeEdict(self); return false; } if ((self->spawnflags & 4) && !(self->monsterinfo.aiflags & AI_GOOD_GUY)) { self->spawnflags &= ~4; self->spawnflags |= 1; } if (!(self->monsterinfo.aiflags & AI_GOOD_GUY)) { level.total_monsters++; } 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 = monster_use; self->max_health = self->health; self->clipmask = MASK_MONSTERSOLID; self->s.skinnum = 0; self->deadflag = DEAD_NO; self->svflags &= ~SVF_DEADMONSTER; if (!self->monsterinfo.checkattack) { self->monsterinfo.checkattack = M_CheckAttack; } VectorCopy(self->s.origin, self->s.old_origin); 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->monsterinfo.currentmove) { self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1)); } return true; } void monster_start_go(edict_t *self) { vec3_t v; 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, "point_combat") != 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]); } } } if (self->target) { self->goalentity = self->movetarget = G_PickTarget(self->target); if (!self->movetarget) { gi.dprintf("%s can't find target %s at %s\n", self->classname, self->target, vtos(self->s.origin)); self->target = NULL; self->monsterinfo.pausetime = 100000000; self->monsterinfo.stand(self); } else if (strcmp(self->movetarget->classname, "path_corner") == 0) { VectorSubtract(self->goalentity->s.origin, self->s.origin, v); self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v); self->monsterinfo.walk(self); self->target = NULL; } else { self->goalentity = self->movetarget = NULL; self->monsterinfo.pausetime = 100000000; self->monsterinfo.stand(self); } } else { self->monsterinfo.pausetime = 100000000; self->monsterinfo.stand(self); } self->think = monster_think; self->nextthink = level.time + FRAMETIME; } void walkmonster_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 = 20; } self->viewheight = 25; monster_start_go(self); if (self->spawnflags & 2) { monster_triggered_start(self); } } void walkmonster_start(edict_t *self) { self->think = walkmonster_start_go; monster_start(self); } void flymonster_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 = 25; monster_start_go(self); if (self->spawnflags & 2) { monster_triggered_start(self); } } void flymonster_start(edict_t *self) { self->flags |= FL_FLY; self->think = flymonster_start_go; monster_start(self); } void swimmonster_start_go(edict_t *self) { if (!self->yaw_speed) { self->yaw_speed = 10; } self->viewheight = 10; monster_start_go(self); if (self->spawnflags & 2) { monster_triggered_start(self); } } void swimmonster_start(edict_t *self) { self->flags |= FL_SWIM; self->think = swimmonster_start_go; monster_start(self); }