A version of the Quake 2 source tree that should be easier to compile and run on modern *nixes.
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/*
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.
*/
#include "g_local.h"
//
// monster weapons
//
//FIXME mosnters should call these with a totally accurate direction
// and we can mess it up based on skill. Spread should be for normal
// and we can tighten or loosen based on skill. We could muck with
// the damages too, but I'm not sure that's such a good idea.
void 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;
}
// ent->groundentity = trace.ent;
// ent->groundentity_linkcount = trace.ent->linkcount;
// if (!trace.startsolid && !trace.allsolid)
// VectorCopy (trace.endpos, ent->s.origin);
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);
}
/*
================
monster_use
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;
}
/*
================
monster_death_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;
// gi.dprintf("fixed spawnflags on %s at %s\n", self->classname, vtos(self->s.origin));
}
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);
}