ref: 0a3f54086a5d97c57bd6ffb1ca4a6296ed19b441
dir: /game/m_medic.c/
/* 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); }