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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- stalker
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_stalker.h"
- #include <float.h>
- static int sound_pain;
- static int sound_die;
- static int sound_sight;
- static int sound_punch_hit1;
- static int sound_punch_hit2;
- static int sound_idle;
- int stalker_do_pounce(edict_t *self, vec3_t dest);
- void stalker_stand (edict_t *self);
- void stalker_run (edict_t *self);
- void stalker_walk (edict_t *self);
- void stalker_jump (edict_t *self);
- void stalker_dodge_jump (edict_t *self);
- void stalker_swing_check_l (edict_t *self);
- void stalker_swing_check_r (edict_t *self);
- void stalker_swing_attack (edict_t *self);
- void stalker_jump_straightup (edict_t *self);
- void stalker_jump_wait_land (edict_t *self);
- void stalker_false_death (edict_t *self);
- void stalker_false_death_start (edict_t *self);
- qboolean stalker_ok_to_transition (edict_t *self);
- #define STALKER_ON_CEILING(ent) ( ent->gravityVector[2] > 0 ? 1 : 0 )
- //extern qboolean SV_StepDirection (edict_t *ent, float yaw, float dist);
- extern qboolean SV_PointCloseEnough (edict_t *ent, vec3_t goal, float dist);
- extern void drawbbox(edict_t *self);
- //=========================
- //=========================
- qboolean stalker_ok_to_transition (edict_t *self)
- {
- trace_t trace;
- vec3_t pt, start;
- float max_dist;
- float margin;
- float end_height;
- if(STALKER_ON_CEILING(self))
- {
- max_dist = -384;
- margin = self->mins[2] - 8;
- }
- else
- {
- // her stalkers are just better
- if (self->monsterinfo.aiflags & AI_SPAWNED_WIDOW)
- max_dist = 256;
- else
- max_dist = 180;
- margin = self->maxs[2] + 8;
- }
- VectorCopy(self->s.origin, pt);
- pt[2] += max_dist;
- trace = gi.trace (self->s.origin, self->mins, self->maxs, pt, self, MASK_MONSTERSOLID);
- if(trace.fraction == 1.0 ||
- !(trace.contents & CONTENTS_SOLID) ||
- (trace.ent != world))
- {
- if(STALKER_ON_CEILING(self))
- {
- if(trace.plane.normal[2] < 0.9)
- return false;
- }
- else
- {
- if(trace.plane.normal[2] > -0.9)
- return false;
- }
- }
- // gi.dprintf("stalker_check_pt: main check ok\n");
- end_height = trace.endpos[2];
- // check the four corners, tracing only to the endpoint of the center trace (vertically).
- pt[0] = self->absmin[0];
- pt[1] = self->absmin[1];
- pt[2] = trace.endpos[2] + margin; // give a little margin of error to allow slight inclines
- VectorCopy(pt, start);
- start[2] = self->s.origin[2];
- trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
- if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != world))
- {
- // gi.dprintf("stalker_check_pt: absmin/absmin failed\n");
- return false;
- }
- if(abs(end_height + margin - trace.endpos[2]) > 8)
- return false;
- pt[0] = self->absmax[0];
- pt[1] = self->absmin[1];
- VectorCopy(pt, start);
- start[2] = self->s.origin[2];
- trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
- if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != world))
- {
- // gi.dprintf("stalker_check_pt: absmax/absmin failed\n");
- return false;
- }
- if(abs(end_height + margin - trace.endpos[2]) > 8)
- return false;
- pt[0] = self->absmax[0];
- pt[1] = self->absmax[1];
- VectorCopy(pt, start);
- start[2] = self->s.origin[2];
- trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
- if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != world))
- {
- // gi.dprintf("stalker_check_pt: absmax/absmax failed\n");
- return false;
- }
- if(abs(end_height + margin - trace.endpos[2]) > 8)
- return false;
- pt[0] = self->absmin[0];
- pt[1] = self->absmax[1];
- VectorCopy(pt, start);
- start[2] = self->s.origin[2];
- trace = gi.trace( start, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
- if(trace.fraction == 1.0 || !(trace.contents & CONTENTS_SOLID) || (trace.ent != world))
- {
- // gi.dprintf("stalker_check_pt: absmin/absmax failed\n");
- return false;
- }
- if(abs(end_height + margin - trace.endpos[2]) > 8)
- return false;
- return true;
- }
- //=========================
- //=========================
- void stalker_sight (edict_t *self, edict_t *other)
- {
- gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
- }
- // ******************
- // IDLE
- // ******************
- void stalker_idle_noise (edict_t *self)
- {
- gi.sound (self, CHAN_WEAPON, sound_idle, 0.5, ATTN_IDLE, 0);
- }
- mframe_t stalker_frames_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, stalker_idle_noise,
- 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 stalker_move_idle = {FRAME_idle01, FRAME_idle21, stalker_frames_idle, stalker_stand};
- mframe_t stalker_frames_idle2 [] =
- {
- 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 stalker_move_idle2 = {FRAME_idle201, FRAME_idle213, stalker_frames_idle2, stalker_stand};
- void stalker_idle (edict_t *self)
- {
- if (random() < 0.35)
- self->monsterinfo.currentmove = &stalker_move_idle;
- else
- self->monsterinfo.currentmove = &stalker_move_idle2;
- }
- // ******************
- // STAND
- // ******************
- mframe_t stalker_frames_stand [] =
- {
- 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, stalker_idle_noise,
- 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 stalker_move_stand = {FRAME_idle01, FRAME_idle21, stalker_frames_stand, stalker_stand};
- void stalker_stand (edict_t *self)
- {
- if (random() < 0.25)
- self->monsterinfo.currentmove = &stalker_move_stand;
- else
- self->monsterinfo.currentmove = &stalker_move_idle2;
- }
- // ******************
- // RUN
- // ******************
- mframe_t stalker_frames_run [] =
- {
- ai_run, 13, NULL,
- ai_run, 17, NULL,
- ai_run, 21, NULL,
- ai_run, 18, NULL
- /* ai_run, 15, NULL,
- ai_run, 20, NULL,
- ai_run, 18, NULL,
- ai_run, 14, NULL*/
- };
- mmove_t stalker_move_run = {FRAME_run01, FRAME_run04, stalker_frames_run, NULL};
- void stalker_run (edict_t *self)
- {
- // gi.dprintf("stalker_run %5.1f\n", level.time);
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- self->monsterinfo.currentmove = &stalker_move_stand;
- else
- self->monsterinfo.currentmove = &stalker_move_run;
- }
- // ******************
- // WALK
- // ******************
- mframe_t stalker_frames_walk [] =
- {
- ai_walk, 4, NULL,
- ai_walk, 6, NULL,
- ai_walk, 8, NULL,
- ai_walk, 5, NULL,
- ai_walk, 4, NULL,
- ai_walk, 6, NULL,
- ai_walk, 8, NULL,
- ai_walk, 4, NULL
- };
- mmove_t stalker_move_walk = {FRAME_walk01, FRAME_walk08, stalker_frames_walk, stalker_walk};
- void stalker_walk (edict_t *self)
- {
- // gi.dprintf("stalker_walk\n");
- self->monsterinfo.currentmove = &stalker_move_walk;
- }
- // ******************
- // false death
- // ******************
- mframe_t stalker_frames_reactivate [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t stalker_move_false_death_end = { FRAME_reactive01, FRAME_reactive04, stalker_frames_reactivate, stalker_run };
- void stalker_reactivate (edict_t *self)
- {
- self->monsterinfo.aiflags &= ~AI_STAND_GROUND;
- self->monsterinfo.currentmove = &stalker_move_false_death_end;
- }
- void stalker_heal (edict_t *self)
- {
- if(skill->value == 2)
- self->health+=2;
- else if(skill->value == 3)
- self->health+=3;
- else
- self->health++;
- // gi.dprintf("stalker_heal: %d\n", self->health);
- if(self->health > (self->max_health/2))
- self->s.skinnum = 0;
- if(self->health >= self->max_health)
- {
- self->health = self->max_health;
- stalker_reactivate(self);
- }
- }
- mframe_t stalker_frames_false_death [] =
- {
- ai_move, 0, stalker_heal,
- ai_move, 0, stalker_heal,
- ai_move, 0, stalker_heal,
- ai_move, 0, stalker_heal,
- ai_move, 0, stalker_heal,
- ai_move, 0, stalker_heal,
- ai_move, 0, stalker_heal,
- ai_move, 0, stalker_heal,
- ai_move, 0, stalker_heal,
- ai_move, 0, stalker_heal
- };
- mmove_t stalker_move_false_death = {FRAME_twitch01, FRAME_twitch10, stalker_frames_false_death, stalker_false_death};
- void stalker_false_death (edict_t *self)
- {
- self->monsterinfo.currentmove = &stalker_move_false_death;
- }
- mframe_t stalker_frames_false_death_start [] =
- {
- 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 stalker_move_false_death_start = {FRAME_death01, FRAME_death09, stalker_frames_false_death_start, stalker_false_death};
- void stalker_false_death_start (edict_t *self)
- {
- self->s.angles[2] = 0;
- VectorSet(self->gravityVector, 0, 0, -1);
- self->monsterinfo.aiflags |= AI_STAND_GROUND;
- self->monsterinfo.currentmove = &stalker_move_false_death_start;
- }
- // ******************
- // PAIN
- // ******************
- mframe_t stalker_frames_pain [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t stalker_move_pain = {FRAME_pain01, FRAME_pain04, stalker_frames_pain, stalker_run};
- void stalker_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- if (self->deadflag == DEAD_DEAD)
- return;
- if (self->health < (self->max_health / 2))
- {
- self->s.skinnum = 1;
- }
- if (skill->value == 3)
- return; // no pain anims in nightmare
- // if (self->monsterinfo.aiflags & AI_DODGING)
- // monster_done_dodge (self);
- if (self->groundentity == NULL)
- return;
- // if we're reactivating or false dying, ignore the pain.
- if (self->monsterinfo.currentmove == &stalker_move_false_death_end ||
- self->monsterinfo.currentmove == &stalker_move_false_death_start )
- return;
- if (self->monsterinfo.currentmove == &stalker_move_false_death)
- {
- stalker_reactivate(self);
- return;
- }
- if ((self->health > 0) && (self->health < (self->max_health / 4)))
- {
- if(random() < (0.2 * skill->value))
- {
- if( !STALKER_ON_CEILING(self) || stalker_ok_to_transition(self) )
- {
- // gi.dprintf("starting false death sequence\n");
- stalker_false_death_start(self);
- return;
- }
- }
- }
- if (level.time < self->pain_debounce_time)
- return;
- self->pain_debounce_time = level.time + 3;
- // gi.dprintf("stalker_pain\n");
- if (damage > 10) // don't react unless the damage was significant
- {
- // stalker should dodge jump periodically to help avoid damage.
- if(self->groundentity && (random() < 0.5))
- stalker_dodge_jump(self);
- else
- self->monsterinfo.currentmove = &stalker_move_pain;
- gi.sound (self, CHAN_WEAPON, sound_pain, 1, ATTN_NORM, 0);
- }
- }
- // ******************
- // STALKER ATTACK
- // ******************
- //extern qboolean infront (edict_t *self, edict_t *other);
- void stalker_shoot_attack (edict_t *self)
- {
- vec3_t offset, start, f, r, dir;
- vec3_t end;
- float time, dist;
- trace_t trace;
- if(!has_valid_enemy(self))
- return;
- if(self->groundentity && random() < 0.33)
- {
- VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
- dist = VectorLength (dir);
- if((dist > 256) || (random() < 0.5))
- stalker_do_pounce(self, self->enemy->s.origin);
- else
- stalker_jump_straightup (self);
- }
- // FIXME -- keep this but use a custom one
- // if (!infront(self, self->enemy))
- // return;
- AngleVectors (self->s.angles, f, r, NULL);
- VectorSet (offset, 24, 0, 6);
- G_ProjectSource (self->s.origin, offset, f, r, start);
- VectorSubtract(self->enemy->s.origin, start, dir);
- if(random() < (0.20 + 0.1 * skill->value))
- {
- dist = VectorLength(dir);
- time = dist / 1000;
- VectorMA(self->enemy->s.origin, time, self->enemy->velocity, end);
- VectorSubtract(end, start, dir);
- }
- else
- VectorCopy(self->enemy->s.origin, end);
- trace = gi.trace(start, vec3_origin, vec3_origin, end, self, MASK_SHOT);
- if(trace.ent == self->enemy || trace.ent == world)
- monster_fire_blaster2(self, start, dir, 15, 800, MZ2_STALKER_BLASTER, EF_BLASTER);
- // else
- // gi.dprintf("blocked by entity %s\n", trace.ent->classname);
- }
- void stalker_shoot_attack2 (edict_t *self)
- {
- // if (random() < (0.4+(float)skill->value))
- // stalker_shoot_attack (self);
- if (random() < (0.4 + (0.1 * (float)skill->value)))
- stalker_shoot_attack (self);
- }
- mframe_t stalker_frames_shoot [] =
- {
- ai_charge, 13, NULL,
- ai_charge, 17, stalker_shoot_attack,
- ai_charge, 21, NULL,
- ai_charge, 18, stalker_shoot_attack2
- };
- mmove_t stalker_move_shoot = {FRAME_run01, FRAME_run04, stalker_frames_shoot, stalker_run};
- void stalker_attack_ranged (edict_t *self)
- {
- if(!has_valid_enemy(self))
- return;
- // PMM - circle strafe stuff
- if (random() > (1.0 - (0.5/(float)(skill->value))))
- {
- self->monsterinfo.attack_state = AS_STRAIGHT;
- }
- else
- {
- if (random () <= 0.5) // switch directions
- self->monsterinfo.lefty = 1 - self->monsterinfo.lefty;
- self->monsterinfo.attack_state = AS_SLIDING;
- }
- self->monsterinfo.currentmove = &stalker_move_shoot;
- }
- // ******************
- // close combat
- // ******************
- void stalker_swing_attack (edict_t *self)
- {
- vec3_t aim;
- VectorSet (aim, MELEE_DISTANCE, 0, 0);
- if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
- if (self->s.frame < FRAME_attack08)
- gi.sound (self, CHAN_WEAPON, sound_punch_hit2, 1, ATTN_NORM, 0);
- else
- gi.sound (self, CHAN_WEAPON, sound_punch_hit1, 1, ATTN_NORM, 0);
- }
- mframe_t stalker_frames_swing_l [] =
- {
- ai_charge, 2, NULL,
- ai_charge, 4, NULL,
- ai_charge, 6, NULL,
- ai_charge, 10, NULL,
- ai_charge, 5, stalker_swing_attack,
- ai_charge, 5, NULL,
- ai_charge, 5, NULL,
- ai_charge, 5, NULL // stalker_swing_check_l
- };
- mmove_t stalker_move_swing_l = {FRAME_attack01, FRAME_attack08, stalker_frames_swing_l, stalker_run};
- mframe_t stalker_frames_swing_r [] =
- {
- ai_charge, 4, NULL,
- ai_charge, 6, NULL,
- ai_charge, 6, stalker_swing_attack,
- ai_charge, 10, NULL,
- ai_charge, 5, NULL // stalker_swing_check_r
- };
- mmove_t stalker_move_swing_r = {FRAME_attack11, FRAME_attack15, stalker_frames_swing_r, stalker_run};
- void stalker_attack_melee (edict_t *self)
- {
- if(!has_valid_enemy(self))
- return;
- if(random() < 0.5)
- {
- self->monsterinfo.currentmove = &stalker_move_swing_l;
- }
- else
- {
- self->monsterinfo.currentmove = &stalker_move_swing_r;
- }
- }
- // ******************
- // POUNCE
- // ******************
- #define PI 3.14159
- #define RAD2DEG(x) (x * (float)180.0 / (float)PI)
- #define DEG2RAD(x) (x * (float)PI / (float)180.0)
- #define FAUX_GRAVITY 800.0
- // ====================
- // ====================
- void calcJumpAngle(vec3_t start, vec3_t end, float velocity, vec3_t angles)
- {
- float distV, distH;
- float one, cosU;
- float l, U;
- vec3_t dist;
- VectorSubtract(end, start, dist);
- distH = (float)sqrt(dist[0]*dist[0] + dist[1]*dist[1]);
- distV = dist[2];
- if(distV < 0)
- distV = 0 - distV;
- if(distV)
- {
- l = (float) sqrt(distH*distH + distV*distV);
- U = (float) atan(distV / distH);
- if(dist[2] > 0)
- U = (float)0.0 - U;
- angles[2] = 0.0;
- cosU = (float)cos(U);
- one = l * FAUX_GRAVITY * (cosU * cosU);
- one = one / (velocity * velocity);
- one = one - (float)sin(U);
- // one = ((l * FAUX_GRAVITY * (cosU * cosU)) / (velocity * velocity)) - (float)sin(U);
- angles[0] = (float)asin(one);
- if(_isnan(angles[0]))
- angles[2] = 1.0;
- angles[1] = (float)PI - angles[0];
- if(_isnan(angles[1]))
- angles[2] = 1.0;
- angles[0] = RAD2DEG ( (angles[0] - U) / 2.0 );
- angles[1] = RAD2DEG ( (angles[1] - U) / 2.0 );
- }
- else
- {
- l = (float) sqrt(distH*distH + distV*distV);
- angles[2] = 0.0;
- one = l * FAUX_GRAVITY;
- one = one / (velocity * velocity);
- angles[0] = (float)asin(one);
- if(_isnan(angles[0]))
- angles[2] = 1.0;
- angles[1] = (float)PI - angles[0];
- if(_isnan(angles[1]))
- angles[2] = 1.0;
- angles[0] = RAD2DEG ( (angles[0]) / 2.0 );
- angles[1] = RAD2DEG ( (angles[1]) / 2.0 );
- }
- }
- // ====================
- // ====================
- int stalker_check_lz (edict_t *self, edict_t *target, vec3_t dest)
- {
- vec3_t jumpLZ;
- if( (gi.pointcontents (dest) & MASK_WATER) || (target->waterlevel))
- {
- // gi.dprintf ("you won't make me jump in water!\n");
- return false;
- }
- if( !target->groundentity )
- {
- // gi.dprintf( "I'll wait until you land..\n");
- return false;
- }
- // check under the player's four corners
- // if they're not solid, bail.
- jumpLZ[0] = self->enemy->mins[0];
- jumpLZ[1] = self->enemy->mins[1];
- jumpLZ[2] = self->enemy->mins[2] - 0.25;
- if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
- return false;
- jumpLZ[0] = self->enemy->maxs[0];
- jumpLZ[1] = self->enemy->mins[1];
- if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
- return false;
- jumpLZ[0] = self->enemy->maxs[0];
- jumpLZ[1] = self->enemy->maxs[1];
- if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
- return false;
- jumpLZ[0] = self->enemy->mins[0];
- jumpLZ[1] = self->enemy->maxs[1];
- if( !(gi.pointcontents (jumpLZ) & MASK_SOLID) )
- return false;
- return true;
- }
- // ====================
- // ====================
- int stalker_do_pounce(edict_t *self, vec3_t dest)
- {
- vec3_t forward, right;
- vec3_t dist;
- vec_t length;
- vec3_t jumpAngles;
- vec3_t jumpLZ;
- float velocity = 400.1;
- trace_t trace;
- int preferHighJump;
- // don't pounce when we're on the ceiling
- if(STALKER_ON_CEILING(self))
- return false;
- if(!stalker_check_lz (self, self->enemy, dest))
- return false;
- VectorSubtract(dest, self->s.origin, dist);
-
- // make sure we're pointing in that direction 15deg margin of error.
- vectoangles2 (dist, jumpAngles);
- if(abs(jumpAngles[YAW] - self->s.angles[YAW]) > 45)
- return false; // not facing the player...
- self->ideal_yaw = jumpAngles[YAW];
- M_ChangeYaw(self);
- length = VectorLength(dist);
- if(length > 450)
- return false; // can't jump that far...
- VectorCopy(dest, jumpLZ);
- preferHighJump = 0;
- // if we're having to jump up a distance, jump a little too high to compensate.
- if(dist[2] >= 32.0)
- {
- preferHighJump = 1;
- jumpLZ[2] += 32;
- }
- trace = gi.trace (self->s.origin, vec3_origin, vec3_origin, dest, self, MASK_MONSTERSOLID);
- if((trace.fraction < 1) && (trace.ent != self->enemy))
- {
- // gi.dprintf("prefer high jump angle\n");
- preferHighJump = 1;
- }
- // find a valid angle/velocity combination
- while(velocity <= 800)
- {
- calcJumpAngle(self->s.origin, jumpLZ, velocity, jumpAngles);
- if((!_isnan(jumpAngles[0])) || (!_isnan(jumpAngles[1])))
- break;
-
- velocity+=200;
- };
- if(!preferHighJump && (!_isnan(jumpAngles[0])) )
- {
- AngleVectors (self->s.angles, forward, right, NULL);
- VectorNormalize ( forward ) ;
- VectorScale( forward, velocity * cos(DEG2RAD(jumpAngles[0])), self->velocity);
- self->velocity[2] = velocity * sin(DEG2RAD(jumpAngles[0])) + (0.5 * sv_gravity->value * FRAMETIME);
- // gi.dprintf(" pouncing! %0.1f,%0.1f (%0.1f) --> %0.1f, %0.1f, %0.1f\n",
- // jumpAngles[0], jumpAngles[1], jumpAngles[0],
- // self->velocity[0], self->velocity[1], self->velocity[2]);
- return 1;
- }
- if(!_isnan(jumpAngles[1]))
- {
- AngleVectors (self->s.angles, forward, right, NULL);
- VectorNormalize ( forward ) ;
- VectorScale( forward, velocity * cos(DEG2RAD(jumpAngles[1])), self->velocity);
- self->velocity[2] = velocity * sin(DEG2RAD(jumpAngles[1])) + (0.5 * sv_gravity->value * FRAMETIME);
- // gi.dprintf(" pouncing! %0.1f,%0.1f (%0.1f) --> %0.1f, %0.1f, %0.1f\n",
- // jumpAngles[0], jumpAngles[1], jumpAngles[1],
- // self->velocity[0], self->velocity[1], self->velocity[2]);
- return 1;
- }
- // gi.dprintf(" nan\n");
- return 0;
- }
- // ******************
- // DODGE
- // ******************
- //===================
- // stalker_jump_straightup
- //===================
- void stalker_jump_straightup (edict_t *self)
- {
- if (self->deadflag == DEAD_DEAD)
- return;
- if(STALKER_ON_CEILING(self))
- {
- if(stalker_ok_to_transition(self))
- {
- // gi.dprintf("falling off ceiling %d\n", self->health);
- self->gravityVector[2] = -1;
- self->s.angles[2] += 180.0;
- if(self->s.angles[2] > 360.0)
- self->s.angles[2] -= 360.0;
- self->groundentity = NULL;
- }
- }
- else if(self->groundentity) // make sure we're standing on SOMETHING...
- {
- self->velocity[0] += ((random() * 10) - 5);
- self->velocity[1] += ((random() * 10) - 5);
- self->velocity[2] += -400 * self->gravityVector[2];
- if(stalker_ok_to_transition(self))
- {
- // gi.dprintf("falling TO ceiling %d\n", self->health);
- self->gravityVector[2] = 1;
- self->s.angles[2] = 180.0;
- self->groundentity = NULL;
- }
- }
- }
- mframe_t stalker_frames_jump_straightup [] =
- {
- ai_move, 1, stalker_jump_straightup,
- ai_move, 1, stalker_jump_wait_land,
- ai_move, -1, NULL,
- ai_move, -1, NULL
- };
- mmove_t stalker_move_jump_straightup = {FRAME_jump04, FRAME_jump07, stalker_frames_jump_straightup, stalker_run};
- //===================
- // stalker_dodge_jump - abstraction so pain function can trigger a dodge jump too without
- // faking the inputs to stalker_dodge
- //===================
- void stalker_dodge_jump (edict_t *self)
- {
- self->monsterinfo.currentmove = &stalker_move_jump_straightup;
- }
- mframe_t stalker_frames_dodge_run [] =
- {
- ai_run, 13, NULL,
- ai_run, 17, NULL,
- ai_run, 21, NULL,
- ai_run, 18, monster_done_dodge
- };
- mmove_t stalker_move_dodge_run = {FRAME_run01, FRAME_run04, stalker_frames_dodge_run, NULL};
- void stalker_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
- {
- if (!self->groundentity || self->health <= 0)
- return;
- if (!self->enemy)
- {
- self->enemy = attacker;
- FoundTarget(self);
- return;
- }
-
- // PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
- // seeing numbers like 13 and 14)
- if ((eta < 0.1) || (eta > 5))
- return;
- // this will override the foundtarget call of stalker_run
- stalker_dodge_jump(self);
- }
- // ******************
- // Jump onto / off of things
- // ******************
- //===================
- //===================
- void stalker_jump_down (edict_t *self)
- {
- vec3_t forward,up;
- monster_jump_start (self);
- AngleVectors (self->s.angles, forward, NULL, up);
- VectorMA(self->velocity, 100, forward, self->velocity);
- VectorMA(self->velocity, 300, up, self->velocity);
- }
- //===================
- //===================
- void stalker_jump_up (edict_t *self)
- {
- vec3_t forward,up;
- monster_jump_start (self);
- AngleVectors (self->s.angles, forward, NULL, up);
- VectorMA(self->velocity, 200, forward, self->velocity);
- VectorMA(self->velocity, 450, up, self->velocity);
- }
- //===================
- //===================
- void stalker_jump_wait_land (edict_t *self)
- {
- if ((random() < (0.3 + (0.1*(float)(skill->value)))) && (level.time >= self->monsterinfo.attack_finished))
- {
- self->monsterinfo.attack_finished = level.time + 0.3;
- stalker_shoot_attack(self);
- }
- if(self->groundentity == NULL)
- {
- self->gravity = 1.3;
- self->monsterinfo.nextframe = self->s.frame;
- if(monster_jump_finished (self))
- {
- self->gravity = 1;
- self->monsterinfo.nextframe = self->s.frame + 1;
- }
- }
- else
- {
- self->gravity = 1;
- self->monsterinfo.nextframe = self->s.frame + 1;
- }
- }
- mframe_t stalker_frames_jump_up [] =
- {
- ai_move, -8, NULL,
- ai_move, -8, NULL,
- ai_move, -8, NULL,
- ai_move, -8, NULL,
- ai_move, 0, stalker_jump_up,
- ai_move, 0, stalker_jump_wait_land,
- ai_move, 0, NULL
- };
- mmove_t stalker_move_jump_up = { FRAME_jump01, FRAME_jump07, stalker_frames_jump_up, stalker_run };
- mframe_t stalker_frames_jump_down [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
-
- ai_move, 0, stalker_jump_down,
- ai_move, 0, stalker_jump_wait_land,
- ai_move, 0, NULL
- };
- mmove_t stalker_move_jump_down = { FRAME_jump01, FRAME_jump07, stalker_frames_jump_down, stalker_run };
- //============
- // stalker_jump - this is only used for jumping onto or off of things. for dodge jumping,
- // use stalker_dodge_jump
- //============
- void stalker_jump (edict_t *self)
- {
- if(!self->enemy)
- return;
- if(self->enemy->s.origin[2] >= self->s.origin[2])
- {
- // gi.dprintf("stalker_jump_up\n");
- self->monsterinfo.currentmove = &stalker_move_jump_up;
- }
- else
- {
- // gi.dprintf("stalker_jump_down\n");
- self->monsterinfo.currentmove = &stalker_move_jump_down;
- }
- }
- // ******************
- // Blocked
- // ******************
- qboolean stalker_blocked (edict_t *self, float dist)
- {
- qboolean onCeiling;
- // gi.dprintf("stalker_blocked\n");
- if(!has_valid_enemy(self))
- return false;
- onCeiling = false;
- if(self->gravityVector[2] > 0)
- onCeiling = true;
- if(!onCeiling)
- {
- if(blocked_checkshot(self, 0.25 + (0.05 * skill->value) ))
- {
- // gi.dprintf("blocked: shooting\n");
- return true;
- }
- if(visible (self, self->enemy))
- {
- // gi.dprintf("blocked: jumping at player!\n");
- stalker_do_pounce(self, self->enemy->s.origin);
- return true;
- }
- if(blocked_checkjump (self, dist, 256, 68))
- {
- // gi.dprintf("blocked: jumping up/down\n");
- stalker_jump (self);
- return true;
- }
- if(blocked_checkplat (self, dist))
- return true;
- }
- else
- {
- if(blocked_checkshot(self, 0.25 + (0.05 * skill->value) ))
- {
- // gi.dprintf("blocked: shooting\n");
- return true;
- }
- else if(stalker_ok_to_transition(self))
- {
- self->gravityVector[2] = -1;
- self->s.angles[2] += 180.0;
- if(self->s.angles[2] > 360.0)
- self->s.angles[2] -= 360.0;
- self->groundentity = NULL;
-
- // gi.dprintf("falling off ceiling\n");
- return true;
- }
- // else
- // gi.dprintf("Not OK to fall!\n");
- }
- return false;
- }
- // ******************
- // Death
- // ******************
- void stalker_dead (edict_t *self)
- {
- VectorSet (self->mins, -28, -28, -18);
- VectorSet (self->maxs, 28, 28, -4);
- self->movetype = MOVETYPE_TOSS;
- self->svflags |= SVF_DEADMONSTER;
- self->nextthink = 0;
- gi.linkentity (self);
- // drawbbox(self);
- }
- mframe_t stalker_frames_death [] =
- {
- ai_move, 0, NULL,
- ai_move, -5, NULL,
- ai_move, -10, NULL,
- ai_move, -20, NULL,
-
- ai_move, -10, NULL,
- ai_move, -10, NULL,
- ai_move, -5, NULL,
- ai_move, -5, NULL,
- ai_move, 0, NULL
- };
- mmove_t stalker_move_death = {FRAME_death01, FRAME_death09, stalker_frames_death, stalker_dead};
- void stalker_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- int n;
- // gi.dprintf("stalker_die: %d\n", self->health);
- // dude bit it, make him fall!
- self->movetype = MOVETYPE_TOSS;
- self->s.angles[2] = 0;
- VectorSet(self->gravityVector, 0, 0, -1);
- // 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 = &stalker_move_death;
- }
- // ******************
- // SPAWN
- // ******************
- /*QUAKED monster_stalker (1 .5 0) (-28 -28 -18) (28 28 18) Ambush Trigger_Spawn Sight OnRoof
- Spider Monster
- ONROOF - Monster starts sticking to the roof.
- */
- void SP_monster_stalker (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- sound_pain = gi.soundindex ("stalker/pain.wav");
- sound_die = gi.soundindex ("stalker/death.wav");
- sound_sight = gi.soundindex("stalker/sight.wav");
- sound_punch_hit1 = gi.soundindex ("stalker/melee1.wav");
- sound_punch_hit2 = gi.soundindex ("stalker/melee2.wav");
- sound_idle = gi.soundindex ("stalker/idle.wav");
- // PMM - precache bolt2
- gi.modelindex ("models/proj/laser2/tris.md2");
- self->s.modelindex = gi.modelindex ("models/monsters/stalker/tris.md2");
- VectorSet (self->mins, -28, -28, -18);
- VectorSet (self->maxs, 28, 28, 18);
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->health = 250;
- self->gib_health = -50; // FIXME
- self->mass = 250;
- self->pain = stalker_pain;
- self->die = stalker_die;
- self->monsterinfo.stand = stalker_stand;
- self->monsterinfo.walk = stalker_walk;
- self->monsterinfo.run = stalker_run;
- self->monsterinfo.attack = stalker_attack_ranged;
- self->monsterinfo.sight = stalker_sight;
- self->monsterinfo.idle = stalker_idle;
- self->monsterinfo.dodge = stalker_dodge;
- self->monsterinfo.blocked = stalker_blocked;
- self->monsterinfo.melee = stalker_attack_melee;
- gi.linkentity (self);
- self->monsterinfo.currentmove = &stalker_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- self->monsterinfo.aiflags |= AI_WALK_WALLS;
- if(self->spawnflags & 8)
- {
- self->s.angles[2] = 180;
- self->gravityVector[2] = 1;
- }
- walkmonster_start (self);
- }
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