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📄 m_medic.c

📁 Quake 2 Source code for students by Theerthan You can also download from idsoftwares.com
💻 C
📖 第 1 页 / 共 2 页
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	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);
}

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