void medic_StopPatrolling (edict_t *self) { self->goalentity = NULL; self->movetarget = NULL; self->monsterinfo.aiflags &= ~AI_MEDIC_PATROL; if (!(self->monsterinfo.aiflags & AI_MEDIC)) { if(medic_FindDeadMonster(self)) return; } if (has_valid_enemy(self)) { if (visible(self, self->enemy)) { FoundTarget (self); return; } HuntTarget (self); return; } if(self->monsterinfo.aiflags & AI_MEDIC) abortHeal(self,false); }
void medic_cable_attack (edict_t *self) { vec3_t offset, start, end, f, r; trace_t tr; vec3_t dir; // vec3_t angles; float distance; if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->s.effects & EF_GIB)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to target's disappearance\n"); abortHeal (self, true, false, false); 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->client) || (self->enemy->health > 0)) { abortHeal (self, true, false, false); 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 // not needed, done in checkattack // check for min distance VectorSubtract (start, self->enemy->s.origin, dir); distance = VectorLength(dir); if (distance < MEDIC_MIN_DISTANCE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to proximity to target "); abortHeal (self, true, true, false ); return; } // if ((g_showlogic)&&(g_showlogic->value)) // gi.dprintf ("distance to target is %f\n", distance); // if (distance > 300) // return; // check for min/max pitch // PMM -- took out since it doesn't look bad when it fails // vectoangles (dir, angles); // if (angles[0] < -180) // angles[0] += 360; // if (fabs(angles[0]) > 45) // { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to bad angle\n"); // abortHeal(self); // return; // } tr = gi.trace (start, NULL, NULL, self->enemy->s.origin, self, MASK_SOLID); if (tr.fraction != 1.0 && 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; } // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("medic_commander - aborting heal due to beamus interruptus\n"); 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 = DAMAGE_NO; M_SetEffects (self->enemy); } else if (self->s.frame == FRAME_attack50) { vec3_t maxs; 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->monsterinfo.healer = self; VectorCopy (self->enemy->maxs, 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) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Spawn point obstructed, aborting heal!\n"); abortHeal (self, true, true, false); return; } else if (tr.ent != world) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("heal in entity %s\n", tr.ent->classname); abortHeal (self, true, true, false); return; } /* else if (tr.ent == world) { if ((g_showlogic) && (g_showlogic->value)) gi.dprintf ("heal in world, aborting!\n"); abortHeal (self, 1); return; } */ else { self->enemy->monsterinfo.aiflags |= AI_DO_NOT_COUNT; ED_CallSpawn (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_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 = NULL; if ((self->oldenemy) && (self->oldenemy->inuse) && (self->oldenemy->health > 0)) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("setting heal target's enemy to %s\n", self->oldenemy->classname); self->enemy->enemy = self->oldenemy; // HuntTarget (self->enemy); FoundTarget (self->enemy); } else { // if (g_showlogic && g_showlogic->value) // gi.dprintf ("no valid enemy to set!\n"); self->enemy->enemy = NULL; if (!FindTarget (self->enemy)) { // no valid enemy, so stop acting self->enemy->monsterinfo.pausetime = level.time + 100000000; self->enemy->monsterinfo.stand (self->enemy); } self->enemy = NULL; self->oldenemy = NULL; if (!FindTarget (self)) { // no valid enemy, so stop acting self->monsterinfo.pausetime = level.time + 100000000; self->monsterinfo.stand (self); 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 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); }
qboolean medic_checkattack (edict_t *self) { if (self->monsterinfo.aiflags & AI_MEDIC) { // if our target went away if ((!self->enemy) || (!self->enemy->inuse)) { // if (g_showlogic && g_showlogic->value) // gi.dprintf ("aborting heal target due to gib\n"); abortHeal (self, true, false, false); return false; } // if we ran out of time, give up if (self->timestamp < level.time) { // if (g_showlogic && g_showlogic->value) // gi.dprintf ("aborting heal target (%s) due to time\n", self->enemy->classname); abortHeal (self, true, false, true); self->timestamp = 0; 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) && (self->monsterinfo.monster_slots > 2)) { 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 ((random() < 0.8) && (self->monsterinfo.monster_slots > 5) && (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, if we're not in easy mode, always attack // when he's on a combat point if (skill->value > 0) if (self->monsterinfo.aiflags & AI_STAND_GROUND) { self->monsterinfo.attack_state = AS_MISSILE; return true; } return M_CheckAttack (self); }
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->svflags & SVF_GIB)) { //gi.dprintf ("medic_cable_attack: aborting heal due to target being removed or gibbed\n"); abortHeal (self,false); return; } //Knightmare- don't heal insanes or actors or critters if (!strcmp (self->enemy->classname, "misc_insane") || !strcmp (self->enemy->classname, "misc_actor") || !strcmp (self->enemy->classname, "monster_mutant") || !strcmp (self->enemy->classname, "monster_flipper")) { //gi.dprintf ("medic_cable_attack: not healing insane or actor or critter\n"); abortHeal (self, true); return; } // Lazarus: check embeddment if (embedded(self->enemy)) { //gi.dprintf ("medic_cable_attack: dead monster embedded in solid, aborting heal\n"); abortHeal (self,false); 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->client) || (self->enemy->health > 0)) { //gi.dprintf ("medic_cable_attack: aborting heal due to target health > 0 or client\n"); abortHeal (self,false); 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 // Lazarus: Not needed, done in checkattack // check for min distance VectorSubtract (self->enemy->s.origin, start, dir); distance = VectorLength(dir); if (distance < MEDIC_MIN_DISTANCE) { //gi.dprintf("medic_cable_attack: MEDIC_MIN_DISTANCE\n"); abortHeal (self,false); return; } // Lazarus: Check for enemy behind muzzle... don't do these guys, 'cause usually this // results in monster entanglement VectorNormalize(dir); if(DotProduct(dir,f) < 0.) { //gi.dprintf ("medic_cable_attack: aborting heal due to possible entanglment\n"); abortHeal (self,false); return; } // check for min/max pitch // Rogue takes this out... makes medic more likely to heal and // comments say "doesn't look bad when it fails"... we'll see /* 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) { if (tr.ent == world) { // give up on second try if (self->monsterinfo.medicTries > 1) { abortHeal (self,true); return; } self->monsterinfo.medicTries++; cleanupHeal (self, 1); return; } abortHeal (self,false); 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; M_SetEffects(self->enemy); } else if (self->s.frame == FRAME_attack50) { self->enemy->spawnflags &= SF_MONSTER_NOGIB; 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; // Lazarus: reset initially dead monsters to use the INVERSE of their // initial health, and force gib_health to default value if(self->enemy->max_health < 0) { self->enemy->max_health = -self->enemy->max_health; self->enemy->gib_health = 0; } self->enemy->health = self->enemy->max_health; self->enemy->takedamage = DAMAGE_AIM; self->enemy->flags &= ~FL_NO_KNOCKBACK; self->enemy->pain_debounce_time = 0; self->enemy->damage_debounce_time = 0; self->enemy->deadflag = DEAD_NO; if(self->enemy->s.effects & EF_FLIES) M_FliesOff(self->enemy); ED_CallSpawn (self->enemy); self->enemy->monsterinfo.healer = NULL; self->enemy->owner = NULL; // Knightmare- disable deadmonster_think if (self->enemy->postthink) self->enemy->postthink = NULL; if (self->enemy->think) { self->enemy->nextthink = level.time; self->enemy->think (self->enemy); } self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING; M_SetEffects(self->enemy); if (self->oldenemy && self->oldenemy->client) { self->enemy->enemy = self->oldenemy; FoundTarget (self->enemy); } else { // Lazarus: this should make oblivious monsters // find player again self->enemy->enemy = NULL; } } 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 // Lazarus: This isn't right... this causes cable start point to be well above muzzle // when target is closeby. f should be vector from muzzle to target, not // the forward viewing direction. PLUS... 8 isn't right... the model is // actually 32 units long, so use 16.. fixed below. // VectorMA (start, 8, f, start); //Knightmare- if enemy went away, like after returning from another level, return if (!self->enemy) return; // 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; // Lazarus fix VectorSubtract(end,start,f); VectorNormalize(f); VectorMA(start,16,f,start); 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_idle (edict_t *self) { if(!(self->spawnflags & SF_MONSTER_AMBUSH)) gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0); if(self->monsterinfo.aiflags & AI_MEDIC) { // Then we must have reached this point after losing sight // of our patient. abortHeal(self,false); } if(medic_FindDeadMonster(self)) return; // If the map has hint_paths, AND the medic isn't at a HOLD point_combat, // AND the medic has previously called FoundTarget (trail_time set to // level.time), then look for hint_path chain and follow it, hopefully // to find monsters to resurrect if(self->monsterinfo.aiflags & AI_HINT_TEST) return; if (hint_chains_exist && !(self->monsterinfo.aiflags & AI_STAND_GROUND) && ((self->monsterinfo.trail_time > 0) || medic_test) ) { edict_t *e; edict_t *hint=NULL; float dist; vec3_t dir; int i; float bestdistance=99999; for(i=game.maxclients+1; i<globals.num_edicts; i++) { e = &g_edicts[i]; if(!e->inuse) continue; if(Q_strcasecmp(e->classname,"hint_path")) continue; if(!visible(self,e)) continue; if(!canReach(self,e)) continue; VectorSubtract(e->s.origin,self->s.origin,dir); dist = VectorLength(dir); if(dist < bestdistance) { hint = e; bestdistance = dist; } } if(hint) { self->hint_chain_id = hint->hint_chain_id; if(!self->monsterinfo.pathdir) self->monsterinfo.pathdir = 1; VectorSubtract(hint->s.origin, self->s.origin, dir); self->ideal_yaw = vectoyaw(dir); self->goalentity = self->movetarget = hint; self->monsterinfo.pausetime = 0; self->monsterinfo.aiflags |= AI_MEDIC_PATROL; self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP); // run for it self->monsterinfo.run (self); } } }
qboolean medic_checkattack (edict_t *self) { if (!(self->monsterinfo.aiflags & AI_MEDIC)) { if( medic_FindDeadMonster(self) ) return false; } if (self->monsterinfo.aiflags & AI_MEDIC) { float r; vec3_t forward, right, offset, start; trace_t tr; // if we have 5 seconds or less before a timeout, // look for a hint_path to the target if ( (self->timestamp < level.time + 5) && (self->monsterinfo.last_hint_time + 5 < level.time) ) { // check for hint_paths. self->monsterinfo.last_hint_time = level.time; if (hintcheck_monsterlost(self)) { if(developer->value) gi.dprintf("medic at %s using hint_paths to find %s\n", vtos(self->s.origin), self->enemy->classname); self->timestamp = level.time + MEDIC_TRY_TIME; return false; } } // if we ran out of time, give up if (self->timestamp < level.time) { //if(developer->value) // gi.dprintf("medic at %s timed out, abort heal\n",vtos(self->s.origin)); abortHeal (self, true); self->timestamp = 0; return false; } // if our target went away if ((!self->enemy) || (!self->enemy->inuse)) { abortHeal (self,false); return false; } // if target is embedded in a solid if (embedded(self->enemy)) { abortHeal (self,false); return false; } r = realrange(self,self->enemy); if (r > MEDIC_MAX_HEAL_DISTANCE+10) { self->monsterinfo.attack_state = AS_STRAIGHT; //abortHeal(self,false); return false; } else if(r < MEDIC_MIN_DISTANCE) { abortHeal(self,false); return false; } // Lazarus 1.6.2.3: if point-to-point vector from cable to // target is blocked by a solid AngleVectors (self->s.angles, forward, right, NULL); // Offset [8] has the largest displacement to the left... not a sure // thing but this one should be the most severe test. VectorCopy (medic_cable_offsets[8], offset); G_ProjectSource (self->s.origin, offset, forward, right, start); tr = gi.trace(start,NULL,NULL,self->enemy->s.origin,self,MASK_SHOT|MASK_WATER); if (tr.fraction < 1.0 && tr.ent != self->enemy) return false; medic_attack(self); return true; } // Lazarus: NEVER attack other monsters if ((self->enemy) && (self->enemy->svflags & SVF_MONSTER)) { self->enemy = self->oldenemy; self->oldenemy = NULL; if(self->enemy && self->enemy->inuse) { if(visible(self,self->enemy)) FoundTarget(self); else HuntTarget(self); } return false; } return M_CheckAttack (self); }