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📄 m_medic.pas

📁 雷神之锤2(Quake2)Delphi源码
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{----------------------------------------------------------------------------}
{                                                                            }
{ File(s): m_medic.pas                                                       }
{                                                                            }
{ Initial conversion by : Skaljac Bojan (Skaljac@Italy.Com)                  }
{ Initial conversion on : 19-Feb-2002                                        }
{                                                                            }
{ This File contains part of convertion of Quake2 source to ObjectPascal.    }
{ More information about this project can be found at:                       }
{ http://www.sulaco.co.za/quake2/                                            }
{                                                                            }
{ 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.                       }
{                                                                            }
{----------------------------------------------------------------------------}
{ Updated on :                                                               }
{ Updated by :                                                               }
{                                                                            }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on:                               }
{ 1.) g_local.h and game.h                                                   }
{----------------------------------------------------------------------------}
{ * TODO:                                                                    }
{ 1.) test compilation with the above two units                              }
{----------------------------------------------------------------------------}

unit m_medic;

interface
uses
  q_local,
  m_mde in 'm_mde.pas';

procedure medic_idle(self:edict_p);
procedure medic_search (self:edict_p);
procedure medic_sight (self, other : edict_p);
procedure medic_stand(self:edict_p);
procedure medic_walk(self:editc_p);
procedure medic_run(self:edict_p);
procedure medic_pain(self, other:edict_p;kick:Real;damage:Integer);
procedure medic_fire_blaster(self:edict_p);
procedure medic_dead (edict_t *self:edict_p);
procedure medic_die (self, inflictor, attacker:edict_t; damage:Integer; point:vec3_t);
procedure medic_duck_down (self:edict_p);
procedure medic_duck_hold (self:edict_p);
procedure medic_duck_up (self:edict_p);
procedure medic_dodge (self , attacker : edict_p;eta : Real);
procedure medic_continue (self:edict_p);
procedure medic_hook_launch (self:edict_p);
procedure medic_cable_attack (self:edict_p);
procedure medic_hook_retract (self:edict_p);
procedure medic_attack(self:edict_p);
function medic_checkattack (self:edict_p):qboolean;


procedure SP_monster_medic(self:edict_p);

//qboolean visible (edict_t *self, edict_t *other);
const MODEL_SCALE     = 1.200000;
var     sound_idle1,
        sound_pain1,
        sound_pain2,
        sound_die,
        sound_sight,
        sound_search,
        sound_hook_launch,
        sound_hook_hit,
        sound_hook_heal,
        sound_hook_retract: Integer;
{I m_medic.inc}

implementation

function medic_FindDeadMonster(self:edict_p):edict_p;
var  ent, best  : edict_p;
begin
	ent  := nil;
	best := nil;

        ent := findradius(ent, self^.s.origin, 1024;
	while (ent <> nil) do
	begin
		if (ent = self) then
			continue;
		if (not ((ent^.svflags<>0) and SVF_MONSTER)) then
			continue;
		if (ent^.monsterinfo.aiflags and AI_GOOD_GUY) then
			continue;
		if (ent^.owner<>nil) then
			continue;
		if (ent^.health > 0) then
			continue;
		if (ent^.nextthink<>0.0) then
			continue;
		if (not visible(self, ent)) then
			continue;
		if (best=nil) then
		begin
			best := ent;
			continue;
		end;
		if (ent^.max_health <= best^.max_health) then
			continue;
		best := ent;
                ent := findradius(ent, self^.s.origin, 1024);
	end;
	result:=best;
end;

procedure medic_idle(self:edict_p);
var     ent     : edict_p;
begin
	gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);

	ent := medic_FindDeadMonster(self);
	if (ent<>nil) then
	begin
		self^.enemy := ent;
		self^.enemy^.owner := self;
		self^.monsterinfo.aiflags :=self^.monsterinfo.aiflags or AI_MEDIC;
		FoundTarget (self);
	end;
end;

procedure medic_search (self:edict_p);
var     ent     : edict_p;
begin
	gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);

	if (self^.oldenemy=nil) then
	begin
		ent := medic_FindDeadMonster(self);
		if (ent<>nil)
		begin
			self^.oldenemy := self^.enemy;
			self^.enemy := ent;
			self^.enemy^.owner := self;
			self^.monsterinfo.aiflags :=self^.monsterinfo.aiflags or AI_MEDIC;
			FoundTarget (self);
		end;
	end;
end;

procedure medic_sight (self, other : edict_p);
begin
	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
end;

const
  medic_frames_stand : Array[0..89] of mframe_t =
    ((aifunc:ai_stand; dist:0; thinkfunc:medic_idle),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil));

  medic_move_stand1 : mmove_t =
    (firstframe:FRAME_wait1; lastframe:FRAME_wait90; frame:medic_frames_stand; endfunc:nil);

procedure medic_stand(self:edict_p);
begin
	self^.monsterinfo.currentmove := @medic_move_stand;
end;

  medic_frames_walk : Array[0..11] of mframe_t =
    ((aifunc:ai_walk; dist:6.2; thinkfunc:nil),
     (aifunc:ai_walk; dist:18.1; thinkfunc:nil),
     (aifunc:ai_walk; dist:1; thinkfunc:nil),
     (aifunc:ai_walk; dist:9; thinkfunc:nil),
     (aifunc:ai_walk; dist:10; thinkfunc:nil),
     (aifunc:ai_walk; dist:9; thinkfunc:nil),
     (aifunc:ai_walk; dist:11; thinkfunc:nil),
     (aifunc:ai_walk; dist:11.6; thinkfunc:nil),
     (aifunc:ai_walk; dist:2; thinkfunc:nil),
     (aifunc:ai_walk; dist:9.9; thinkfunc:nil),
     (aifunc:ai_walk; dist:14; thinkfunc:nil),
     (aifunc:ai_walk; dist:9.3; thinkfunc:nil));

  medic_move_walk : mmove_t =
    (firstframe:FRAME_walk1; lastframe:FRAME_walk12; frame:medic_frames_walk; endfunc:nil);


procedure medic_walk(self:editc_p);
begin
	self^.monsterinfo.currentmove := @medic_move_walk;
end;

const
  medic_frames_run : Array[0..5] of mframe_t =
    ((aifunc:ai_run; dist:18; thinkfunc:nil),
     (aifunc:ai_run; dist:22.5; thinkfunc:nil),
     (aifunc:ai_run; dist:25.4; thinkfunc:nil),
     (aifunc:ai_run; dist:23.4; thinkfunc:nil),
     (aifunc:ai_run; dist:24; thinkfunc:nil),
     (aifunc:ai_run; dist:35.6; thinkfunc:nil));
  medic_move_run : mmove_t =
    (firstframe:FRAME_run1; lastframe:FRAME_run2; frame:medic_frames_run; endfunc:nil);

procedure medic_run(self:edict_p);
var     ent     : edict_p;
begin
	if (not ((self^.monsterinfo.aiflags<>0) and AI_MEDIC)) then
	begin
		ent := medic_FindDeadMonster(self);
		if (ent<>0) then
		begin
			self^.oldenemy := self^.enemy;
			self^.enemy := ent;
			self^.enemy^.owner := self;
			self^.monsterinfo.aiflags :=self^.monsterinfo.aiflags and AI_MEDIC;
			FoundTarget (self);
			exit;
		end;
	end;

	if ((self^.monsterinfo.aiflags<>0) and AI_STAND_GROUND)) then
		self^.monsterinfo.currentmove := @medic_move_stand
	else
		self^.monsterinfo.currentmove := @medic_move_run;
end;

const
  medic_frames_pain1 : Array[0..7] of mframe_t =
    ((aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil));
  medic_move_pain1 : mmove_t =
    (firstframe:FRAME_paina1; lastframe:FRAME_paina8; frame:medic_frames_pain1; endfunc:medic_runend);

  medic_frames_pain2 : Array[0..14] of mframe_t =
    ((aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil),
     (aifunc:ai_move; dist:0; thinkfunc:nil));
  medic_move_pain2 : mmove_t =
    (firstframe:FRAME_painb1; lastframe:FRAME_painb15; frame:medic_frames_pain2; endfunc:medic_runend);

procedure medic_pain(self, other:edict_p;kick:Real;damage:Integer);
begin
	if (self^.health < (self^.max_health / 2)) then
		self^.s.skinnum := 1;

	if (level.time < self^.pain_debounce_time) then
		exit;

	self^.pain_debounce_time := level.time + 3;

	if (skill^.value = 3) then
		exit;		// no pain anims in nightmare

	if (random() < 0.5) then
	begin
		self^.monsterinfo.currentmove := @medic_move_pain1;
		gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
	end
	else
	begin
		self^.monsterinfo.currentmove := @medic_move_pain2;
		gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
	end;
end;

procedure medic_fire_blaster(self:edict_p);
var     start, _forward, right, _end, dir : vec3_t;
        effect  : Integer;
begin
	if ((self^.s.frame = FRAME_attack9) or (self^.s.frame = FRAME_attack12)) then
		effect := EF_BLASTER;
	else if ((self^.s.frame = FRAME_attack19) or (self^.s.frame = FRAME_attack22) or (self^.s.frame = FRAME_attack25) or (self^.s.frame = FRAME_attack28)) then
		effect := EF_HYPERBLASTER
	else
		effect := 0;

	AngleVectors (self^.s.angles, _forward, right, nil);
	G_ProjectSource (self^.s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1], _forward, right, start);

	VectorCopy (self^.enemy^.s.origin, _end);
	_end[2] :=_end[2] + self^.enemy^.viewheight;
	VectorSubtract (_end, start, dir);

	monster_fire_blaster (self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect);
end;


procedure medic_dead (edict_t *self:edict_p);
begin

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