A version of the Quake 2 source tree that should be easier to compile and run on modern *nixes.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

769 lines
18 KiB

/*
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.
*/
/*
==============================================================================
MEDIC
==============================================================================
*/
#include "g_local.h"
#include "m_medic.h"
qboolean visible (edict_t *self, edict_t *other);
static int sound_idle1;
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_sight;
static int sound_search;
static int sound_hook_launch;
static int sound_hook_hit;
static int sound_hook_heal;
static int sound_hook_retract;
edict_t *medic_FindDeadMonster (edict_t *self)
{
edict_t *ent = NULL;
edict_t *best = 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)
{
edict_t *ent;
gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
ent = medic_FindDeadMonster(self);
if (ent)
{
self->enemy = ent;
self->enemy->owner = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget (self);
}
}
void medic_search (edict_t *self)
{
edict_t *ent;
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
if (!self->oldenemy)
{
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->owner = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget (self);
}
}
}
void medic_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
mframe_t medic_frames_stand [] =
{
ai_stand, 0, medic_idle,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
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)
{
self->monsterinfo.currentmove = &medic_move_stand;
}
mframe_t medic_frames_walk [] =
{
ai_walk, 6.2, NULL,
ai_walk, 18.1, NULL,
ai_walk, 1, NULL,
ai_walk, 9, NULL,
ai_walk, 10, NULL,
ai_walk, 9, NULL,
ai_walk, 11, NULL,
ai_walk, 11.6, NULL,
ai_walk, 2, NULL,
ai_walk, 9.9, NULL,
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)
{
self->monsterinfo.currentmove = &medic_move_walk;
}
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)
{
if (!(self->monsterinfo.aiflags & AI_MEDIC))
{
edict_t *ent;
ent = medic_FindDeadMonster(self);
if (ent)
{
self->oldenemy = self->enemy;
self->enemy = ent;
self->enemy->owner = self;
self->monsterinfo.aiflags |= AI_MEDIC;
FoundTarget (self);
return;
}
}
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 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
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 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
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)
{
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
if (random() < 0.5)
{
self->monsterinfo.currentmove = &medic_move_pain1;
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
}
else
{
self->monsterinfo.currentmove = &medic_move_pain2;
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
}
void medic_fire_blaster (edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
int effect;
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))
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);
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, dir);
monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect);
}
void medic_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity (self);
}
mframe_t medic_frames_death [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
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)
{
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;
// 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
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &medic_move_death;
}
void medic_duck_down (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_DUCKED)
return;
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
self->monsterinfo.pausetime = level.time + 1;
gi.linkentity (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;
}
void medic_duck_up (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity (self);
}
mframe_t medic_frames_duck [] =
{
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, medic_duck_down,
ai_move, -1, medic_duck_hold,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, medic_duck_up,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
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)
{
if (random() > 0.25)
return;
if (!self->enemy)
self->enemy = attacker;
self->monsterinfo.currentmove = &medic_move_duck;
}
mframe_t medic_frames_attackHyperBlaster [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, medic_fire_blaster,
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};
void medic_continue (edict_t *self)
{
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,
ai_charge, 3, NULL,
ai_charge, 2, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, medic_fire_blaster,
ai_charge, 0, NULL,
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
};
mmove_t medic_move_attackBlaster = {FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};
void medic_hook_launch (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
}
void ED_CallSpawn (edict_t *ent);
static vec3_t medic_cable_offsets[] =
{
45.0, -9.2, 15.5,
48.4, -9.7, 15.2,
47.8, -9.8, 15.8,
47.3, -9.3, 14.3,
45.4, -10.1, 13.1,
41.9, -12.7, 12.0,
37.8, -15.8, 11.2,
34.3, -18.4, 10.7,
32.7, -19.7, 10.4,
32.7, -19.7, 10.4
};
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)
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
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)
return;
tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT);
if (tr.fraction != 1.0 && tr.ent != self->enemy)
return;
if (self->s.frame == FRAME_attack43)
{
gi.sound (self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
}
else if (self->s.frame == FRAME_attack50)
{
self->enemy->spawnflags = 0;
self->enemy->monsterinfo.aiflags = 0;
self->enemy->target = NULL;
self->enemy->targetname = NULL;
self->enemy->combattarget = NULL;
self->enemy->deathtarget = NULL;
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;
FoundTarget (self->enemy);
}
}
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
VectorMA (start, 8, f, start);
// 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;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_MEDIC_CABLE_ATTACK);
gi.WriteShort (self - g_edicts);
gi.WritePosition (start);
gi.WritePosition (end);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
void medic_hook_retract (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
}
mframe_t medic_frames_attackCable [] =
{
ai_move, 2, NULL,
ai_move, 3, NULL,
ai_move, 5, NULL,
ai_move, 4.4, NULL,
ai_charge, 4.7, NULL,
ai_charge, 5, NULL,
ai_charge, 6, NULL,
ai_charge, 4, NULL,
ai_charge, 0, NULL,
ai_move, 0, medic_hook_launch,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, 0, medic_cable_attack,
ai_move, -15, medic_hook_retract,
ai_move, -1.5, NULL,
ai_move, -1.2, NULL,
ai_move, -3, NULL,
ai_move, -2, NULL,
ai_move, 0.3, NULL,
ai_move, 0.7, NULL,
ai_move, 1.2, NULL,
ai_move, 1.3, NULL
};
mmove_t medic_move_attackCable = {FRAME_attack33, FRAME_attack60, medic_frames_attackCable, medic_run};
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;
}
qboolean medic_checkattack (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_MEDIC)
{
medic_attack(self);
return true;
}
return M_CheckAttack (self);
}
/*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_medic (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_idle1 = gi.soundindex ("medic/idle.wav");
sound_pain1 = gi.soundindex ("medic/medpain1.wav");
sound_pain2 = gi.soundindex ("medic/medpain2.wav");
sound_die = gi.soundindex ("medic/meddeth1.wav");
sound_sight = gi.soundindex ("medic/medsght1.wav");
sound_search = gi.soundindex ("medic/medsrch1.wav");
sound_hook_launch = gi.soundindex ("medic/medatck2.wav");
sound_hook_hit = gi.soundindex ("medic/medatck3.wav");
sound_hook_heal = gi.soundindex ("medic/medatck4.wav");
sound_hook_retract = gi.soundindex ("medic/medatck5.wav");
gi.soundindex ("medic/medatck1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/medic/tris.md2");
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 32);
self->health = 300;
self->gib_health = -130;
self->mass = 400;
self->pain = medic_pain;
self->die = medic_die;
self->monsterinfo.stand = medic_stand;
self->monsterinfo.walk = medic_walk;
self->monsterinfo.run = medic_run;
self->monsterinfo.dodge = medic_dodge;
self->monsterinfo.attack = medic_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = medic_sight;
self->monsterinfo.idle = medic_idle;
self->monsterinfo.search = medic_search;
self->monsterinfo.checkattack = medic_checkattack;
gi.linkentity (self);
self->monsterinfo.currentmove = &medic_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}