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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- MEDIC
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_medic.h"
- #include "m_flash.h"
- constexpr float MEDIC_MIN_DISTANCE = 32;
- constexpr float MEDIC_MAX_HEAL_DISTANCE = 400;
- constexpr gtime_t MEDIC_TRY_TIME = 10_sec;
- // FIXME -
- //
- // owner moved to monsterinfo.healer instead
- //
- // For some reason, the healed monsters are rarely ending up in the floor
- //
- // 5/15/1998 I think I fixed these, keep an eye on them
- void M_SetEffects(edict_t *ent);
- bool FindTarget(edict_t *self);
- void FoundTarget(edict_t *self);
- void ED_CallSpawn(edict_t *ent);
- static cached_soundindex sound_idle1;
- static cached_soundindex sound_pain1;
- static cached_soundindex sound_pain2;
- static cached_soundindex sound_die;
- static cached_soundindex sound_sight;
- static cached_soundindex sound_search;
- static cached_soundindex sound_hook_launch;
- static cached_soundindex sound_hook_hit;
- static cached_soundindex sound_hook_heal;
- static cached_soundindex sound_hook_retract;
- // PMM - commander sounds
- static cached_soundindex commander_sound_idle1;
- static cached_soundindex commander_sound_pain1;
- static cached_soundindex commander_sound_pain2;
- static cached_soundindex commander_sound_die;
- static cached_soundindex commander_sound_sight;
- static cached_soundindex commander_sound_search;
- static cached_soundindex commander_sound_hook_launch;
- static cached_soundindex commander_sound_hook_hit;
- static cached_soundindex commander_sound_hook_heal;
- static cached_soundindex commander_sound_hook_retract;
- static cached_soundindex commander_sound_spawn;
- constexpr const char *default_reinforcements = "monster_soldier_light 1;monster_soldier 2;monster_soldier_ss 2;monster_infantry 3;monster_gunner 4;monster_medic 5;monster_gladiator 6";
- constexpr int32_t default_monster_slots_base = 3;
- static const float inverse_log_slots = pow(2, MAX_REINFORCEMENTS);
- constexpr std::array<vec3_t, MAX_REINFORCEMENTS> reinforcement_position = {
- vec3_t { 80, 0, 0 },
- vec3_t { 40, 60, 0 },
- vec3_t { 40, -60, 0 },
- vec3_t { 0, 80, 0 },
- vec3_t { 0, -80, 0 }
- };
- // filter out the reinforcement indices we can pick given the space we have left
- static void M_PickValidReinforcements(edict_t *self, int32_t space, std::vector<uint8_t> &output)
- {
- output.clear();
- for (uint8_t i = 0; i < self->monsterinfo.reinforcements.num_reinforcements; i++)
- if (self->monsterinfo.reinforcements.reinforcements[i].strength <= space)
- output.push_back(i);
- }
- // pick an array of reinforcements to use; note that this does not modify `self`
- std::array<uint8_t, MAX_REINFORCEMENTS> M_PickReinforcements(edict_t *self, int32_t &num_chosen, int32_t max_slots = 0)
- {
- static std::vector<uint8_t> available;
- std::array<uint8_t, MAX_REINFORCEMENTS> chosen;
- chosen.fill(255);
- // decide how many things we want to spawn;
- // this is on a logarithmic scale
- // so we don't spawn too much too often.
- int32_t num_slots = max(1, (int32_t) log2(frandom(inverse_log_slots)));
- // we only have this many slots left to use
- int32_t remaining = self->monsterinfo.monster_slots - self->monsterinfo.monster_used;
-
- for (num_chosen = 0; num_chosen < num_slots; num_chosen++)
- {
- // ran out of slots!
- if ((max_slots && num_chosen == max_slots) || !remaining)
- break;
- // get everything we could choose
- M_PickValidReinforcements(self, remaining, available);
- // can't pick any
- if (!available.size())
- break;
- // select monster, TODO fairly
- chosen[num_chosen] = random_element(available);
- remaining -= self->monsterinfo.reinforcements.reinforcements[chosen[num_chosen]].strength;
- }
- return chosen;
- }
- void M_SetupReinforcements(const char *reinforcements, reinforcement_list_t &list)
- {
- // count up the semicolons
- list.num_reinforcements = 0;
- if (!*reinforcements)
- return;
- list.num_reinforcements++;
- for (size_t i = 0; i < strlen(reinforcements); i++)
- if (reinforcements[i] == ';')
- list.num_reinforcements++;
- // allocate
- list.reinforcements = (reinforcement_t *) gi.TagMalloc(sizeof(reinforcement_t) * list.num_reinforcements, TAG_LEVEL);
- // parse
- const char *p = reinforcements;
- reinforcement_t *r = list.reinforcements;
- st = {};
- while (true)
- {
- const char *token = COM_ParseEx(&p, "; ");
- if (!*token || r == list.reinforcements + list.num_reinforcements)
- break;
- r->classname = G_CopyString(token, TAG_LEVEL);
- token = COM_ParseEx(&p, "; ");
- r->strength = atoi(token);
- edict_t *newEnt = G_Spawn();
- newEnt->classname = r->classname;
- newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
- ED_CallSpawn(newEnt);
- r->mins = newEnt->mins;
- r->maxs = newEnt->maxs;
- G_FreeEdict(newEnt);
- r++;
- }
- }
- void cleanupHeal(edict_t *self, bool change_frame)
- {
- // clean up target, if we have one and it's legit
- if (self->enemy && self->enemy->inuse)
- cleanupHealTarget(self->enemy);
- if (self->oldenemy && self->oldenemy->inuse && self->oldenemy->health > 0)
- {
- self->enemy = self->oldenemy;
- HuntTarget(self, false);
- }
- else
- {
- self->enemy = self->goalentity = nullptr;
- self->oldenemy = nullptr;
- if (!FindTarget(self))
- {
- // no valid enemy, so stop acting
- self->monsterinfo.pausetime = HOLD_FOREVER;
- self->monsterinfo.stand(self);
- return;
- }
- }
- if (change_frame)
- self->monsterinfo.nextframe = FRAME_attack52;
- }
- void abortHeal(edict_t *self, bool change_frame, bool gib, bool mark)
- {
- int hurt;
- constexpr vec3_t pain_normal = { 0, 0, 1 };
- if (self->enemy && self->enemy->inuse)
- {
- cleanupHealTarget(self->enemy);
- // gib em!
- if (mark)
- {
- // if the first badMedic slot is filled by a medic, skip it and use the second one
- if ((self->enemy->monsterinfo.badMedic1) && (self->enemy->monsterinfo.badMedic1->inuse) && (!strncmp(self->enemy->monsterinfo.badMedic1->classname, "monster_medic", 13)))
- {
- self->enemy->monsterinfo.badMedic2 = self;
- }
- else
- {
- self->enemy->monsterinfo.badMedic1 = self;
- }
- }
- if (gib)
- {
- if (self->enemy->gib_health)
- hurt = -self->enemy->gib_health;
- else
- hurt = 500;
- T_Damage(self->enemy, self, self, vec3_origin, self->enemy->s.origin,
- pain_normal, hurt, 0, DAMAGE_NONE, MOD_UNKNOWN);
- }
- }
- // clean up self
- // clean up target
- cleanupHeal(self, change_frame);
- self->monsterinfo.aiflags &= ~AI_MEDIC;
- self->monsterinfo.medicTries = 0;
- }
- bool canReach(edict_t *self, edict_t *other)
- {
- vec3_t spot1;
- vec3_t spot2;
- trace_t trace;
- spot1 = self->s.origin;
- spot1[2] += self->viewheight;
- spot2 = other->s.origin;
- spot2[2] += other->viewheight;
- trace = gi.traceline(spot1, spot2, self, MASK_PROJECTILE | MASK_WATER);
- return trace.fraction == 1.0f || trace.ent == other;
- }
- edict_t *medic_FindDeadMonster(edict_t *self)
- {
- float radius;
- edict_t *ent = nullptr;
- edict_t *best = nullptr;
- if (self->monsterinfo.react_to_damage_time > level.time)
- return nullptr;
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- radius = MEDIC_MAX_HEAL_DISTANCE;
- else
- radius = 1024;
- while ((ent = findradius(ent, self->s.origin, radius)) != nullptr)
- {
- if (ent == self)
- continue;
- if (!(ent->svflags & SVF_MONSTER))
- continue;
- if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
- continue;
- // check to make sure we haven't bailed on this guy already
- if ((ent->monsterinfo.badMedic1 == self) || (ent->monsterinfo.badMedic2 == self))
- continue;
- if (ent->monsterinfo.healer)
- // FIXME - this is correcting a bug that is somewhere else
- // if the healer is a monster, and it's in medic mode .. continue .. otherwise
- // we will override the healer, if it passes all the other tests
- if ((ent->monsterinfo.healer->inuse) && (ent->monsterinfo.healer->health > 0) &&
- (ent->monsterinfo.healer->svflags & SVF_MONSTER) && (ent->monsterinfo.healer->monsterinfo.aiflags & AI_MEDIC))
- continue;
- if (ent->health > 0)
- continue;
- if ((ent->nextthink) && (ent->think != monster_dead_think))
- continue;
- if (!visible(self, ent))
- continue;
- if (!strncmp(ent->classname, "player", 6)) // stop it from trying to heal player_noise entities
- continue;
- // FIXME - there's got to be a better way ..
- // make sure we don't spawn people right on top of us
- if (realrange(self, ent) <= MEDIC_MIN_DISTANCE)
- continue;
- if (!best)
- {
- best = ent;
- continue;
- }
- if (ent->max_health <= best->max_health)
- continue;
- best = ent;
- }
- if (best)
- self->timestamp = level.time + MEDIC_TRY_TIME;
- return best;
- }
- MONSTERINFO_IDLE(medic_idle) (edict_t *self) -> void
- {
- edict_t *ent;
- // PMM - commander sounds
- if (self->mass == 400)
- gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
- else
- gi.sound(self, CHAN_VOICE, commander_sound_idle1, 1, ATTN_IDLE, 0);
- if (!self->oldenemy)
- {
- ent = medic_FindDeadMonster(self);
- if (ent)
- {
- self->oldenemy = self->enemy;
- self->enemy = ent;
- self->enemy->monsterinfo.healer = self;
- self->monsterinfo.aiflags |= AI_MEDIC;
- FoundTarget(self);
- }
- }
- }
- MONSTERINFO_SEARCH(medic_search) (edict_t *self) -> void
- {
- edict_t *ent;
- // PMM - commander sounds
- if (self->mass == 400)
- gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);
- else
- gi.sound(self, CHAN_VOICE, commander_sound_search, 1, ATTN_IDLE, 0);
- if (!self->oldenemy)
- {
- ent = medic_FindDeadMonster(self);
- if (ent)
- {
- self->oldenemy = self->enemy;
- self->enemy = ent;
- self->enemy->monsterinfo.healer = self;
- self->monsterinfo.aiflags |= AI_MEDIC;
- FoundTarget(self);
- }
- }
- }
- MONSTERINFO_SIGHT(medic_sight) (edict_t *self, edict_t *other) -> void
- {
- // PMM - commander sounds
- if (self->mass == 400)
- gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
- else
- gi.sound(self, CHAN_VOICE, commander_sound_sight, 1, ATTN_NORM, 0);
- }
- mframe_t medic_frames_stand[] = {
- { ai_stand, 0, medic_idle },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- { ai_stand },
- };
- MMOVE_T(medic_move_stand) = { FRAME_wait1, FRAME_wait90, medic_frames_stand, nullptr };
- MONSTERINFO_STAND(medic_stand) (edict_t *self) -> void
- {
- M_SetAnimation(self, &medic_move_stand);
- }
- mframe_t medic_frames_walk[] = {
- { ai_walk, 6.2f },
- { ai_walk, 18.1f, monster_footstep },
- { ai_walk, 1 },
- { ai_walk, 9 },
- { ai_walk, 10 },
- { ai_walk, 9 },
- { ai_walk, 11 },
- { ai_walk, 11.6f, monster_footstep },
- { ai_walk, 2 },
- { ai_walk, 9.9f },
- { ai_walk, 14 },
- { ai_walk, 9.3f }
- };
- MMOVE_T(medic_move_walk) = { FRAME_walk1, FRAME_walk12, medic_frames_walk, nullptr };
- MONSTERINFO_WALK(medic_walk) (edict_t *self) -> void
- {
- M_SetAnimation(self, &medic_move_walk);
- }
- mframe_t medic_frames_run[] = {
- { ai_run, 18 },
- { ai_run, 22.5f, monster_footstep },
- { ai_run, 25.4f, monster_done_dodge },
- { ai_run, 23.4f, monster_footstep },
- { ai_run, 24 },
- { ai_run, 35.6f }
- };
- MMOVE_T(medic_move_run) = { FRAME_run1, FRAME_run6, medic_frames_run, nullptr };
- MONSTERINFO_RUN(medic_run) (edict_t *self) -> void
- {
- monster_done_dodge(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->monsterinfo.healer = self;
- self->monsterinfo.aiflags |= AI_MEDIC;
- FoundTarget(self);
- return;
- }
- }
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- M_SetAnimation(self, &medic_move_stand);
- else
- M_SetAnimation(self, &medic_move_run);
- }
- mframe_t medic_frames_pain1[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(medic_move_pain1) = { FRAME_paina2, FRAME_paina6, medic_frames_pain1, medic_run };
- mframe_t medic_frames_pain2[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 0, monster_footstep },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 0, monster_footstep }
- };
- MMOVE_T(medic_move_pain2) = { FRAME_painb2, FRAME_painb13, medic_frames_pain2, medic_run };
- PAIN(medic_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
- {
- monster_done_dodge(self);
- if (level.time < self->pain_debounce_time)
- return;
- self->pain_debounce_time = level.time + 3_sec;
- float r = frandom();
- if (self->mass > 400)
- {
- if (damage < 35)
- {
- gi.sound(self, CHAN_VOICE, commander_sound_pain1, 1, ATTN_NORM, 0);
- if (mod.id != MOD_CHAINFIST)
- return;
- }
- gi.sound(self, CHAN_VOICE, commander_sound_pain2, 1, ATTN_NORM, 0);
- }
- else if (r < 0.5f)
- gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
- else
- gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
-
- if (!M_ShouldReactToPain(self, mod))
- return; // no pain anims in nightmare
- // if we're healing someone, we ignore pain
- if (mod.id != MOD_CHAINFIST && (self->monsterinfo.aiflags & AI_MEDIC))
- return;
- if (self->mass > 400)
- {
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- if (r < (min(((float) damage * 0.005f), 0.5f))) // no more than 50% chance of big pain
- M_SetAnimation(self, &medic_move_pain2);
- else
- M_SetAnimation(self, &medic_move_pain1);
- }
- else if (r < 0.5f)
- M_SetAnimation(self, &medic_move_pain1);
- else
- M_SetAnimation(self, &medic_move_pain2);
- // PMM - clear duck flag
- if (self->monsterinfo.aiflags & AI_DUCKED)
- monster_duck_up(self);
- abortHeal(self, false, false, false);
- }
- MONSTERINFO_SETSKIN(medic_setskin) (edict_t *self) -> void
- {
- if ((self->health < (self->max_health / 2)))
- self->s.skinnum |= 1;
- else
- self->s.skinnum &= ~1;
- }
- void medic_fire_blaster(edict_t *self)
- {
- vec3_t start;
- vec3_t forward, right;
- vec3_t end;
- vec3_t dir;
- effects_t effect;
- int damage = 2;
- monster_muzzleflash_id_t mz;
- // paranoia checking
- if (!(self->enemy && self->enemy->inuse))
- return;
- if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
- {
- effect = EF_BLASTER;
- damage = 6;
- mz = (self->mass > 400) ? MZ2_MEDIC_BLASTER_2 : MZ2_MEDIC_BLASTER_1;
- }
- else
- {
- effect = (self->s.frame % 4) ? EF_NONE : EF_HYPERBLASTER;
- mz = static_cast<monster_muzzleflash_id_t>(((self->mass > 400) ? MZ2_MEDIC_HYPERBLASTER2_1 : MZ2_MEDIC_HYPERBLASTER1_1) + (self->s.frame - FRAME_attack19));
- }
- AngleVectors(self->s.angles, forward, right, nullptr);
- const vec3_t &offset = monster_flash_offset[mz];
- start = M_ProjectFlashSource(self, offset, forward, right);
- end = self->enemy->s.origin;
- end[2] += self->enemy->viewheight;
- dir = end - start;
- dir.normalize();
- if ( !strcmp( self->enemy->classname, "tesla_mine" ) )
- damage = 3;
- // medic commander shoots blaster2
- if (self->mass > 400)
- monster_fire_blaster2(self, start, dir, damage, 1000, mz, effect);
- else
- monster_fire_blaster(self, start, dir, damage, 1000, mz, effect);
- }
- void medic_dead(edict_t *self)
- {
- self->mins = { -16, -16, -24 };
- self->maxs = { 16, 16, -8 };
- monster_dead(self);
- }
- static void medic_shrink(edict_t *self)
- {
- self->maxs[2] = -2;
- self->svflags |= SVF_DEADMONSTER;
- gi.linkentity(self);
- }
- mframe_t medic_frames_death[] = {
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, -18.f, monster_footstep },
- { ai_move, -10.f, medic_shrink },
- { ai_move, -6.f },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 0, monster_footstep },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move }
- };
- MMOVE_T(medic_move_death) = { FRAME_death2, FRAME_death30, medic_frames_death, medic_dead };
- DIE(medic_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
- {
- // if we had a pending patient, he was already freed up in Killed
- // check for gib
- if (M_CheckGib(self, mod))
- {
- gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
- self->s.skinnum /= 2;
- ThrowGibs(self, damage, {
- { 2, "models/objects/gibs/bone/tris.md2" },
- { "models/objects/gibs/sm_meat/tris.md2" },
- { "models/objects/gibs/sm_metal/tris.md2", GIB_METALLIC },
- { "models/monsters/medic/gibs/chest.md2", GIB_SKINNED },
- { 2, "models/monsters/medic/gibs/leg.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/medic/gibs/hook.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/medic/gibs/gun.md2", GIB_SKINNED | GIB_UPRIGHT },
- { "models/monsters/medic/gibs/head.md2", GIB_SKINNED | GIB_HEAD }
- });
- self->deadflag = true;
- return;
- }
- if (self->deadflag)
- return;
- // regular death
- // PMM
- if (self->mass == 400)
- gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
- else
- gi.sound(self, CHAN_VOICE, commander_sound_die, 1, ATTN_NORM, 0);
- //
- self->deadflag = true;
- self->takedamage = true;
- M_SetAnimation(self, &medic_move_death);
- }
- mframe_t medic_frames_duck[] = {
- { ai_move, -1 },
- { ai_move, -1, monster_duck_down },
- { ai_move, -1, monster_duck_hold },
- { ai_move, -1 },
- { ai_move, -1 },
- { ai_move, -1 }, // PMM - duck up used to be here
- { ai_move, -1 },
- { ai_move, -1 },
- { ai_move, -1 },
- { ai_move, -1 },
- { ai_move, -1 },
- { ai_move, -1 },
- { ai_move, -1, monster_duck_up }
- };
- MMOVE_T(medic_move_duck) = { FRAME_duck2, FRAME_duck14, medic_frames_duck, medic_run };
- // PMM -- moved dodge code to after attack code so I can reference attack frames
- mframe_t medic_frames_attackHyperBlaster[] = {
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { ai_charge },
- { 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 },
- { ai_charge },
- { ai_charge },
- // [Paril-KEX] end on 36 as intended
- { ai_charge, 2.f }, // 33
- { ai_charge, 3.f, monster_footstep },
- };
- MMOVE_T(medic_move_attackHyperBlaster) = { FRAME_attack15, FRAME_attack34, medic_frames_attackHyperBlaster, medic_run };
- static void medic_quick_attack(edict_t *self)
- {
- if (frandom() < 0.5f)
- {
- M_SetAnimation(self, &medic_move_attackHyperBlaster, false);
- self->monsterinfo.nextframe = FRAME_attack16;
- }
- }
- void medic_continue(edict_t *self)
- {
- if (visible(self, self->enemy))
- if (frandom() <= 0.95f)
- M_SetAnimation(self, &medic_move_attackHyperBlaster, false);
- }
- mframe_t medic_frames_attackBlaster[] = {
- { ai_charge, 5 },
- { ai_charge, 3 },
- { ai_charge, 2 },
- { ai_charge, 0, medic_quick_attack },
- { ai_charge, 0, monster_footstep },
- { ai_charge },
- { ai_charge, 0, medic_fire_blaster },
- { ai_charge },
- { ai_charge },
- { ai_charge, 0, medic_fire_blaster },
- { ai_charge },
- { ai_charge, 0, medic_continue } // Change to medic_continue... Else, go to frame 32
- };
- MMOVE_T(medic_move_attackBlaster) = { FRAME_attack3, FRAME_attack14, medic_frames_attackBlaster, medic_run };
- void medic_hook_launch(edict_t *self)
- {
- // PMM - commander sounds
- if (self->mass == 400)
- gi.sound(self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
- else
- gi.sound(self, CHAN_WEAPON, commander_sound_hook_launch, 1, ATTN_NORM, 0);
- }
- constexpr vec3_t medic_cable_offsets[] = {
- { 45.0f, -9.2f, 15.5f },
- { 48.4f, -9.7f, 15.2f },
- { 47.8f, -9.8f, 15.8f },
- { 47.3f, -9.3f, 14.3f },
- { 45.4f, -10.1f, 13.1f },
- { 41.9f, -12.7f, 12.0f },
- { 37.8f, -15.8f, 11.2f },
- { 34.3f, -18.4f, 10.7f },
- { 32.7f, -19.7f, 10.4f },
- { 32.7f, -19.7f, 10.4f }
- };
- void medic_cable_attack(edict_t *self)
- {
- vec3_t offset, start, end, f, r;
- trace_t tr;
- vec3_t dir;
- float distance;
- if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->s.effects & EF_GIB))
- {
- abortHeal(self, false, false, false);
- return;
- }
- // we switched back to a player; let the animation finish
- if (self->enemy->client)
- return;
- // see if our enemy has changed to a client, or our target has more than 0 health,
- // abort it .. we got switched to someone else due to damage
- if (self->enemy->health > 0)
- {
- abortHeal(self, false, false, false);
- return;
- }
- AngleVectors(self->s.angles, f, r, nullptr);
- offset = medic_cable_offsets[self->s.frame - FRAME_attack42];
- start = M_ProjectFlashSource(self, offset, f, r);
- // check for max distance
- // not needed, done in checkattack
- // check for min distance
- dir = start - self->enemy->s.origin;
- distance = dir.length();
- if (distance < MEDIC_MIN_DISTANCE)
- {
- abortHeal(self, true, true, false);
- return;
- }
- tr = gi.traceline(start, self->enemy->s.origin, self, MASK_SOLID);
- if (tr.fraction != 1.0f && tr.ent != self->enemy)
- {
- if (tr.ent == world)
- {
- // give up on second try
- if (self->monsterinfo.medicTries > 1)
- {
- abortHeal(self, true, false, true);
- return;
- }
- self->monsterinfo.medicTries++;
- cleanupHeal(self, 1);
- return;
- }
- abortHeal(self, true, false, false);
- return;
- }
- if (self->s.frame == FRAME_attack43)
- {
- // PMM - commander sounds
- if (self->mass == 400)
- gi.sound(self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
- else
- gi.sound(self->enemy, CHAN_AUTO, commander_sound_hook_hit, 1, ATTN_NORM, 0);
- self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
- self->enemy->takedamage = false;
- M_SetEffects(self->enemy);
- }
- else if (self->s.frame == FRAME_attack50)
- {
- vec3_t maxs;
- self->enemy->spawnflags = SPAWNFLAG_NONE;
- self->enemy->monsterinfo.aiflags &= AI_STINKY | AI_SPAWNED_MASK;
- self->enemy->target = nullptr;
- self->enemy->targetname = nullptr;
- self->enemy->combattarget = nullptr;
- self->enemy->deathtarget = nullptr;
- self->enemy->healthtarget = nullptr;
- self->enemy->itemtarget = nullptr;
- self->enemy->monsterinfo.healer = self;
- maxs = self->enemy->maxs;
- maxs[2] += 48; // compensate for change when they die
- tr = gi.trace(self->enemy->s.origin, self->enemy->mins, maxs, self->enemy->s.origin, self->enemy, MASK_MONSTERSOLID);
- if (tr.startsolid || tr.allsolid)
- {
- abortHeal(self, true, true, false);
- return;
- }
- else if (tr.ent != world)
- {
- abortHeal(self, true, true, false);
- return;
- }
- else
- {
- self->enemy->monsterinfo.aiflags |= AI_DO_NOT_COUNT;
- // backup & restore health stuff, because of multipliers
- int32_t old_max_health = self->enemy->max_health;
- item_id_t old_power_armor_type = self->enemy->monsterinfo.initial_power_armor_type;
- int32_t old_power_armor_power = self->enemy->monsterinfo.max_power_armor_power;
- int32_t old_base_health = self->enemy->monsterinfo.base_health;
- int32_t old_health_scaling = self->enemy->monsterinfo.health_scaling;
- auto reinforcements = self->enemy->monsterinfo.reinforcements;
- int32_t monster_slots = self->enemy->monsterinfo.monster_slots;
- int32_t monster_used = self->enemy->monsterinfo.monster_used;
- int32_t old_gib_health = self->enemy->gib_health;
- st = {};
- st.keys_specified.emplace("reinforcements");
- st.reinforcements = "";
- ED_CallSpawn(self->enemy);
- self->enemy->monsterinfo.reinforcements = reinforcements;
- self->enemy->monsterinfo.monster_slots = monster_slots;
- self->enemy->monsterinfo.monster_used = monster_used;
- self->enemy->gib_health = old_gib_health / 2;
- self->enemy->health = self->enemy->max_health = old_max_health;
- self->enemy->monsterinfo.power_armor_power = self->enemy->monsterinfo.max_power_armor_power = old_power_armor_power;
- self->enemy->monsterinfo.power_armor_type = self->enemy->monsterinfo.initial_power_armor_type = old_power_armor_type;
- self->enemy->monsterinfo.base_health = old_base_health;
- self->enemy->monsterinfo.health_scaling = old_health_scaling;
- if (self->enemy->monsterinfo.setskin)
- self->enemy->monsterinfo.setskin(self->enemy);
- if (self->enemy->think)
- {
- self->enemy->nextthink = level.time;
- self->enemy->think(self->enemy);
- }
- self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
- self->enemy->monsterinfo.aiflags |= AI_IGNORE_SHOTS | AI_DO_NOT_COUNT;
- // turn off flies
- self->enemy->s.effects &= ~EF_FLIES;
- self->enemy->monsterinfo.healer = nullptr;
- if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy->health > 0))
- {
- self->enemy->enemy = self->oldenemy;
- FoundTarget(self->enemy);
- }
- else
- {
- self->enemy->enemy = nullptr;
- if (!FindTarget(self->enemy))
- {
- // no valid enemy, so stop acting
- self->enemy->monsterinfo.pausetime = HOLD_FOREVER;
- self->enemy->monsterinfo.stand(self->enemy);
- }
- self->enemy = nullptr;
- self->oldenemy = nullptr;
- if (!FindTarget(self))
- {
- // no valid enemy, so stop acting
- self->monsterinfo.pausetime = HOLD_FOREVER;
- self->monsterinfo.stand(self);
- return;
- }
- }
- cleanupHeal(self, false);
- return;
- }
- }
- else
- {
- if (self->s.frame == FRAME_attack44)
- {
- // PMM - medic commander sounds
- if (self->mass == 400)
- gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
- else
- gi.sound(self, CHAN_WEAPON, commander_sound_hook_heal, 1, ATTN_NORM, 0);
- }
- }
- // adjust start for beam origin being in middle of a segment
- start += (f * 8);
- // adjust end z for end spot since the monster is currently dead
- end = self->enemy->s.origin;
- end[2] = (self->enemy->absmin[2] + self->enemy->absmax[2]) / 2;
- gi.WriteByte(svc_temp_entity);
- gi.WriteByte(TE_MEDIC_CABLE_ATTACK);
- gi.WriteEntity(self);
- gi.WritePosition(start);
- gi.WritePosition(end);
- gi.multicast(self->s.origin, MULTICAST_PVS, false);
- }
- void medic_hook_retract(edict_t *self)
- {
- if (self->mass == 400)
- gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
- else
- gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
- self->monsterinfo.aiflags &= ~AI_MEDIC;
- if (self->oldenemy && self->oldenemy->inuse && self->oldenemy->health > 0)
- {
- self->enemy = self->oldenemy;
- HuntTarget(self, false);
- }
- else
- {
- self->enemy = self->goalentity = nullptr;
- self->oldenemy = nullptr;
- if (!FindTarget(self))
- {
- // no valid enemy, so stop acting
- self->monsterinfo.pausetime = HOLD_FOREVER;
- self->monsterinfo.stand(self);
- return;
- }
- }
- }
- mframe_t medic_frames_attackCable[] = {
- // ROGUE - negated 36-40 so he scoots back from his target a little
- // ROGUE - switched 33-36 to ai_charge
- // ROGUE - changed frame 52 to 60 to compensate for changes in 36-40
- // [Paril-KEX] started on 36 as they intended
- { ai_charge, -4.7f }, // 37
- { ai_charge, -5.f },
- { ai_charge, -6.f },
- { ai_charge, -4.f }, // 40
- { ai_charge, 0, monster_footstep },
- { ai_move, 0, medic_hook_launch }, // 42
- { ai_move, 0, medic_cable_attack }, // 43
- { 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 }, // 51
- { ai_move, 0, medic_hook_retract }, // 52
- { ai_move, -1.5f },
- { ai_move, -1.2f, monster_footstep },
- { ai_move, -3.f }
- };
- MMOVE_T(medic_move_attackCable) = { FRAME_attack37, FRAME_attack55, medic_frames_attackCable, medic_run };
- void medic_start_spawn(edict_t *self)
- {
- gi.sound(self, CHAN_WEAPON, commander_sound_spawn, 1, ATTN_NORM, 0);
- self->monsterinfo.nextframe = FRAME_attack48;
- }
- void medic_determine_spawn(edict_t *self)
- {
- vec3_t f, r, offset, startpoint, spawnpoint;
- int count;
- int num_success = 0;
- AngleVectors(self->s.angles, f, r, nullptr);
- int num_summoned;
- self->monsterinfo.chosen_reinforcements = M_PickReinforcements(self, num_summoned);
- for (count = 0; count < num_summoned; count++)
- {
- offset = reinforcement_position[count];
- if (self->s.scale)
- offset *= self->s.scale;
- startpoint = M_ProjectFlashSource(self, offset, f, r);
- // a little off the ground
- startpoint[2] += 10 * (self->s.scale ? self->s.scale : 1.0f);
- auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
- if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
- {
- if (CheckGroundSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs, 256, -1))
- {
- num_success++;
- // we found a spot, we're done here
- count = num_summoned;
- }
- }
- }
- // see if we have any success by spinning around
- if (num_success == 0)
- {
- for (count = 0; count < num_summoned; count++)
- {
- offset = reinforcement_position[count];
- if (self->s.scale)
- offset *= self->s.scale;
- // check behind
- offset[0] *= -1.0f;
- offset[1] *= -1.0f;
- startpoint = M_ProjectFlashSource(self, offset, f, r);
- // a little off the ground
- startpoint[2] += 10;
- auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
- if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
- {
- if (CheckGroundSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs, 256, -1))
- {
- num_success++;
- // we found a spot, we're done here
- count = num_summoned;
- }
- }
- }
- if (num_success)
- {
- self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
- self->ideal_yaw = anglemod(self->s.angles[YAW]) + 180;
- if (self->ideal_yaw > 360.0f)
- self->ideal_yaw -= 360.0f;
- }
- }
- if (num_success == 0)
- self->monsterinfo.nextframe = FRAME_attack53;
- }
- void medic_spawngrows(edict_t *self)
- {
- vec3_t f, r, offset, startpoint, spawnpoint;
- int count;
- int num_summoned; // should be 1, 3, or 5
- int num_success = 0;
- float current_yaw;
- // if we've been directed to turn around
- if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
- {
- current_yaw = anglemod(self->s.angles[YAW]);
- if (fabsf(current_yaw - self->ideal_yaw) > 0.1f)
- {
- self->monsterinfo.aiflags |= AI_HOLD_FRAME;
- return;
- }
- // done turning around
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
- }
- AngleVectors(self->s.angles, f, r, nullptr);
- num_summoned = 0;
- for (int32_t i = 0; i < MAX_REINFORCEMENTS; i++, num_summoned++)
- if (self->monsterinfo.chosen_reinforcements[i] == 255)
- break;
- for (count = 0; count < num_summoned; count++)
- {
- offset = reinforcement_position[count];
- startpoint = M_ProjectFlashSource(self, offset, f, r);
- // a little off the ground
- startpoint[2] += 10 * (self->s.scale ? self->s.scale : 1.0f);
- auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
- if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
- {
- if (CheckGroundSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs, 256, -1))
- {
- num_success++;
- float radius = (reinforcement.maxs - reinforcement.mins).length() * 0.5f;
- SpawnGrow_Spawn(spawnpoint + (reinforcement.mins + reinforcement.maxs), radius, radius * 2.f);
- }
- }
- }
- if (num_success == 0)
- self->monsterinfo.nextframe = FRAME_attack53;
- }
- void medic_finish_spawn(edict_t *self)
- {
- edict_t *ent;
- vec3_t f, r, offset, startpoint, spawnpoint;
- int count;
- int num_summoned; // should be 1, 3, or 5
- edict_t *designated_enemy;
- AngleVectors(self->s.angles, f, r, nullptr);
- num_summoned = 0;
- for (int32_t i = 0; i < MAX_REINFORCEMENTS; i++, num_summoned++)
- if (self->monsterinfo.chosen_reinforcements[i] == 255)
- break;
- for (count = 0; count < num_summoned; count++)
- {
- auto &reinforcement = self->monsterinfo.reinforcements.reinforcements[self->monsterinfo.chosen_reinforcements[count]];
- offset = reinforcement_position[count];
- startpoint = M_ProjectFlashSource(self, offset, f, r);
- // a little off the ground
- startpoint[2] += 10 * (self->s.scale ? self->s.scale : 1.0f);
- ent = nullptr;
- if (FindSpawnPoint(startpoint, reinforcement.mins, reinforcement.maxs, spawnpoint, 32))
- {
- if (CheckSpawnPoint(spawnpoint, reinforcement.mins, reinforcement.maxs))
- ent = CreateGroundMonster(spawnpoint, self->s.angles, reinforcement.mins, reinforcement.maxs, reinforcement.classname, 256);
- }
- if (!ent)
- continue;
- if (ent->think)
- {
- ent->nextthink = level.time;
- ent->think(ent);
- }
- ent->monsterinfo.aiflags |= AI_IGNORE_SHOTS | AI_DO_NOT_COUNT | AI_SPAWNED_MEDIC_C;
- ent->monsterinfo.commander = self;
- ent->monsterinfo.monster_slots = reinforcement.strength;
- self->monsterinfo.monster_used += reinforcement.strength;
- if (self->monsterinfo.aiflags & AI_MEDIC)
- designated_enemy = self->oldenemy;
- else
- designated_enemy = self->enemy;
- if (coop->integer)
- {
- designated_enemy = PickCoopTarget(ent);
- if (designated_enemy)
- {
- // try to avoid using my enemy
- if (designated_enemy == self->enemy)
- {
- designated_enemy = PickCoopTarget(ent);
- if (!designated_enemy)
- designated_enemy = self->enemy;
- }
- }
- else
- designated_enemy = self->enemy;
- }
- if ((designated_enemy) && (designated_enemy->inuse) && (designated_enemy->health > 0))
- {
- ent->enemy = designated_enemy;
- FoundTarget(ent);
- }
- else
- {
- ent->enemy = nullptr;
- ent->monsterinfo.stand(ent);
- }
- }
- }
- mframe_t medic_frames_callReinforcements[] = {
- // ROGUE - 33-36 now ai_charge
- { ai_charge, 2 }, // 33
- { ai_charge, 3 },
- { ai_charge, 5 },
- { ai_charge, 4.4f }, // 36
- { ai_charge, 4.7f },
- { ai_charge, 5 },
- { ai_charge, 6 },
- { ai_charge, 4 }, // 40
- { ai_charge, 0, monster_footstep },
- { ai_move, 0, medic_start_spawn }, // 42
- { ai_move }, // 43 -- 43 through 47 are skipped
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move },
- { ai_move, 0, medic_determine_spawn }, // 48
- { ai_charge, 0, medic_spawngrows }, // 49
- { ai_move }, // 50
- { ai_move }, // 51
- { ai_move, -15, medic_finish_spawn }, // 52
- { ai_move, -1.5f },
- { ai_move, -1.2f },
- { ai_move, -3, monster_footstep }
- };
- MMOVE_T(medic_move_callReinforcements) = { FRAME_attack33, FRAME_attack55, medic_frames_callReinforcements, medic_run };
- MONSTERINFO_ATTACK(medic_attack) (edict_t *self) -> void
- {
- monster_done_dodge(self);
- float enemy_range = range_to(self, self->enemy);
- // signal from checkattack to spawn
- if (self->monsterinfo.aiflags & AI_BLOCKED)
- {
- M_SetAnimation(self, &medic_move_callReinforcements);
- self->monsterinfo.aiflags &= ~AI_BLOCKED;
- }
- float r = frandom();
- if (self->monsterinfo.aiflags & AI_MEDIC)
- {
- if ((self->mass > 400) && (r > 0.8f) && M_SlotsLeft(self))
- M_SetAnimation(self, &medic_move_callReinforcements);
- else
- M_SetAnimation(self, &medic_move_attackCable);
- }
- else
- {
- if (self->monsterinfo.attack_state == AS_BLIND)
- {
- M_SetAnimation(self, &medic_move_callReinforcements);
- return;
- }
- if ((self->mass > 400) && (r > 0.2f) && (enemy_range > RANGE_MELEE) && M_SlotsLeft(self))
- M_SetAnimation(self, &medic_move_callReinforcements);
- else
- M_SetAnimation(self, &medic_move_attackBlaster);
- }
- }
- MONSTERINFO_CHECKATTACK(medic_checkattack) (edict_t *self) -> bool
- {
- if (self->monsterinfo.aiflags & AI_MEDIC)
- {
- // if our target went away
- if ((!self->enemy) || (!self->enemy->inuse))
- {
- abortHeal(self, true, false, false);
- return false;
- }
- // if we ran out of time, give up
- if (self->timestamp < level.time)
- {
- abortHeal(self, true, false, true);
- self->timestamp = 0_ms;
- return false;
- }
- if (realrange(self, self->enemy) < MEDIC_MAX_HEAL_DISTANCE + 10)
- {
- medic_attack(self);
- return true;
- }
- else
- {
- self->monsterinfo.attack_state = AS_STRAIGHT;
- return false;
- }
- }
- if (self->enemy->client && !visible(self, self->enemy) && M_SlotsLeft(self))
- {
- self->monsterinfo.attack_state = AS_BLIND;
- return true;
- }
- // give a LARGE bias to spawning things when we have room
- // use AI_BLOCKED as a signal to attack to spawn
- if (self->monsterinfo.monster_slots && (frandom() < 0.8f) && (M_SlotsLeft(self) > self->monsterinfo.monster_slots * 0.8f) && (realrange(self, self->enemy) > 150))
- {
- self->monsterinfo.aiflags |= AI_BLOCKED;
- self->monsterinfo.attack_state = AS_MISSILE;
- return true;
- }
- // ROGUE
- // since his idle animation looks kinda bad in combat, always attack
- // when he's on a combat point
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- {
- self->monsterinfo.attack_state = AS_MISSILE;
- return true;
- }
- return M_CheckAttack(self);
- }
- void MedicCommanderCache()
- {
- gi.modelindex("models/items/spawngro3/tris.md2");
- }
- MONSTERINFO_DUCK(medic_duck) (edict_t *self, gtime_t eta) -> bool
- {
- // don't dodge if you're healing
- if (self->monsterinfo.aiflags & AI_MEDIC)
- return false;
- if ((self->monsterinfo.active_move == &medic_move_attackHyperBlaster) ||
- (self->monsterinfo.active_move == &medic_move_attackCable) ||
- (self->monsterinfo.active_move == &medic_move_attackBlaster) ||
- (self->monsterinfo.active_move == &medic_move_callReinforcements))
- {
- // he ignores skill
- self->monsterinfo.unduck(self);
- return false;
- }
- M_SetAnimation(self, &medic_move_duck);
- return true;
- }
- MONSTERINFO_SIDESTEP(medic_sidestep) (edict_t *self) -> bool
- {
- if ((self->monsterinfo.active_move == &medic_move_attackHyperBlaster) ||
- (self->monsterinfo.active_move == &medic_move_attackCable) ||
- (self->monsterinfo.active_move == &medic_move_attackBlaster) ||
- (self->monsterinfo.active_move == &medic_move_callReinforcements))
- {
- // if we're shooting, don't dodge
- return false;
- }
- if (self->monsterinfo.active_move != &medic_move_run)
- M_SetAnimation(self, &medic_move_run);
- return true;
- }
- //===========
- // PGM
- MONSTERINFO_BLOCKED(medic_blocked) (edict_t *self, float dist) -> bool
- {
- if (blocked_checkplat(self, dist))
- return true;
- return false;
- }
- // PGM
- //===========
- /*QUAKED monster_medic_commander (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
- model="models/monsters/medic/tris.md2"
- */
- void SP_monster_medic(edict_t *self)
- {
- if ( !M_AllowSpawn( self ) ) {
- G_FreeEdict( self );
- return;
- }
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex("models/monsters/medic/tris.md2");
- gi.modelindex("models/monsters/medic/gibs/chest.md2");
- gi.modelindex("models/monsters/medic/gibs/gun.md2");
- gi.modelindex("models/monsters/medic/gibs/head.md2");
- gi.modelindex("models/monsters/medic/gibs/hook.md2");
- gi.modelindex("models/monsters/medic/gibs/leg.md2");
- self->mins = { -24, -24, -24 };
- self->maxs = { 24, 24, 32 };
- // PMM
- if (strcmp(self->classname, "monster_medic_commander") == 0)
- {
- self->health = 600 * st.health_multiplier;
- self->gib_health = -130;
- self->mass = 600;
- self->yaw_speed = 40; // default is 20
- MedicCommanderCache();
- }
- else
- {
- // PMM
- self->health = 300 * st.health_multiplier;
- 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;
- // pmm
- self->monsterinfo.dodge = M_MonsterDodge;
- self->monsterinfo.duck = medic_duck;
- self->monsterinfo.unduck = monster_duck_up;
- self->monsterinfo.sidestep = medic_sidestep;
- self->monsterinfo.blocked = medic_blocked;
- // pmm
- self->monsterinfo.attack = medic_attack;
- self->monsterinfo.melee = nullptr;
- self->monsterinfo.sight = medic_sight;
- self->monsterinfo.idle = medic_idle;
- self->monsterinfo.search = medic_search;
- self->monsterinfo.checkattack = medic_checkattack;
- self->monsterinfo.setskin = medic_setskin;
- gi.linkentity(self);
- M_SetAnimation(self, &medic_move_stand);
- self->monsterinfo.scale = MODEL_SCALE;
- walkmonster_start(self);
- // PMM
- self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;
- if (self->mass > 400)
- {
- self->s.skinnum = 2;
- // commander sounds
- commander_sound_idle1.assign("medic_commander/medidle.wav");
- commander_sound_pain1.assign("medic_commander/medpain1.wav");
- commander_sound_pain2.assign("medic_commander/medpain2.wav");
- commander_sound_die.assign("medic_commander/meddeth.wav");
- commander_sound_sight.assign("medic_commander/medsght.wav");
- commander_sound_search.assign("medic_commander/medsrch.wav");
- commander_sound_hook_launch.assign("medic_commander/medatck2c.wav");
- commander_sound_hook_hit.assign("medic_commander/medatck3a.wav");
- commander_sound_hook_heal.assign("medic_commander/medatck4a.wav");
- commander_sound_hook_retract.assign("medic_commander/medatck5a.wav");
- commander_sound_spawn.assign("medic_commander/monsterspawn1.wav");
- gi.soundindex("tank/tnkatck3.wav");
- const char *reinforcements = default_reinforcements;
- if (!st.was_key_specified("monster_slots"))
- self->monsterinfo.monster_slots = default_monster_slots_base;
- if (st.was_key_specified("reinforcements"))
- reinforcements = st.reinforcements;
- if (self->monsterinfo.monster_slots && reinforcements && *reinforcements)
- {
- if (skill->integer)
- self->monsterinfo.monster_slots += floor(self->monsterinfo.monster_slots * (skill->value / 2.f));
- M_SetupReinforcements(reinforcements, self->monsterinfo.reinforcements);
- }
- }
- else
- {
- sound_idle1.assign("medic/idle.wav");
- sound_pain1.assign("medic/medpain1.wav");
- sound_pain2.assign("medic/medpain2.wav");
- sound_die.assign("medic/meddeth1.wav");
- sound_sight.assign("medic/medsght1.wav");
- sound_search.assign("medic/medsrch1.wav");
- sound_hook_launch.assign("medic/medatck2.wav");
- sound_hook_hit.assign("medic/medatck3.wav");
- sound_hook_heal.assign("medic/medatck4.wav");
- sound_hook_retract.assign("medic/medatck5.wav");
- gi.soundindex("medic/medatck1.wav");
- self->s.skinnum = 0;
- }
- // pmm
- }
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