123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608 |
- /*
- 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.
- */
- /*
- ==============================================================================
- INFANTRY
- ==============================================================================
- */
- #include "g_local.h"
- #include "m_infantry.h"
- void InfantryMachineGun (edict_t *self);
- static int sound_pain1;
- static int sound_pain2;
- static int sound_die1;
- static int sound_die2;
- static int sound_gunshot;
- static int sound_weapon_cock;
- static int sound_punch_swing;
- static int sound_punch_hit;
- static int sound_sight;
- static int sound_search;
- static int sound_idle;
- mframe_t infantry_frames_stand [] =
- {
- 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 infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
- void infantry_stand (edict_t *self)
- {
- self->monsterinfo.currentmove = &infantry_move_stand;
- }
- mframe_t infantry_frames_fidget [] =
- {
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 3, NULL,
- ai_stand, 6, NULL,
- ai_stand, 3, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, -2, NULL,
- ai_stand, 1, NULL,
- ai_stand, 1, NULL,
- ai_stand, 1, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, 1, NULL,
- ai_stand, 0, NULL,
- ai_stand, 0, NULL,
- ai_stand, -1, NULL,
- ai_stand, -1, NULL,
- ai_stand, 0, NULL,
- ai_stand, -3, NULL,
- ai_stand, -2, NULL,
- ai_stand, -3, NULL,
- ai_stand, -3, NULL,
- ai_stand, -2, NULL
- };
- mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
- void infantry_fidget (edict_t *self)
- {
- self->monsterinfo.currentmove = &infantry_move_fidget;
- gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
- }
- mframe_t infantry_frames_walk [] =
- {
- ai_walk, 5, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 5, NULL,
- ai_walk, 4, NULL,
- ai_walk, 5, NULL,
- ai_walk, 6, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 4, NULL,
- ai_walk, 5, NULL
- };
- mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
- void infantry_walk (edict_t *self)
- {
- self->monsterinfo.currentmove = &infantry_move_walk;
- }
- mframe_t infantry_frames_run [] =
- {
- ai_run, 10, NULL,
- ai_run, 20, NULL,
- ai_run, 5, NULL,
- ai_run, 7, NULL,
- ai_run, 30, NULL,
- ai_run, 35, NULL,
- ai_run, 2, NULL,
- ai_run, 6, NULL
- };
- mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
- void infantry_run (edict_t *self)
- {
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- self->monsterinfo.currentmove = &infantry_move_stand;
- else
- self->monsterinfo.currentmove = &infantry_move_run;
- }
- mframe_t infantry_frames_pain1 [] =
- {
- ai_move, -3, NULL,
- ai_move, -2, NULL,
- ai_move, -1, NULL,
- ai_move, -2, NULL,
- ai_move, -1, NULL,
- ai_move, 1, NULL,
- ai_move, -1, NULL,
- ai_move, 1, NULL,
- ai_move, 6, NULL,
- ai_move, 2, NULL
- };
- mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
- mframe_t infantry_frames_pain2 [] =
- {
- ai_move, -3, NULL,
- ai_move, -3, NULL,
- ai_move, 0, NULL,
- ai_move, -1, NULL,
- ai_move, -2, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 2, NULL,
- ai_move, 5, NULL,
- ai_move, 2, NULL
- };
- mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
- void infantry_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- int n;
- 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
- n = rand() % 2;
- if (n == 0)
- {
- self->monsterinfo.currentmove = &infantry_move_pain1;
- gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
- }
- else
- {
- self->monsterinfo.currentmove = &infantry_move_pain2;
- gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
- }
- }
- vec3_t aimangles[] =
- {
- 0.0, 5.0, 0.0,
- 10.0, 15.0, 0.0,
- 20.0, 25.0, 0.0,
- 25.0, 35.0, 0.0,
- 30.0, 40.0, 0.0,
- 30.0, 45.0, 0.0,
- 25.0, 50.0, 0.0,
- 20.0, 40.0, 0.0,
- 15.0, 35.0, 0.0,
- 40.0, 35.0, 0.0,
- 70.0, 35.0, 0.0,
- 90.0, 35.0, 0.0
- };
- void InfantryMachineGun (edict_t *self)
- {
- vec3_t start, target;
- vec3_t forward, right;
- vec3_t vec;
- int flash_number;
- if (self->s.frame == FRAME_attak111)
- {
- flash_number = MZ2_INFANTRY_MACHINEGUN_1;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- if (self->enemy)
- {
- VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
- target[2] += self->enemy->viewheight;
- VectorSubtract (target, start, forward);
- VectorNormalize (forward);
- }
- else
- {
- AngleVectors (self->s.angles, forward, right, NULL);
- }
- }
- else
- {
- flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
- VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
- AngleVectors (vec, forward, NULL, NULL);
- }
- monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
- }
- void infantry_sight (edict_t *self, edict_t *other)
- {
- gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
- }
- void infantry_dead (edict_t *self)
- {
- VectorSet (self->mins, -16, -16, -24);
- VectorSet (self->maxs, 16, 16, -8);
- self->movetype = MOVETYPE_TOSS;
- self->svflags |= SVF_DEADMONSTER;
- gi.linkentity (self);
- M_FlyCheck (self);
- }
- mframe_t infantry_frames_death1 [] =
- {
- ai_move, -4, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -1, NULL,
- ai_move, -4, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -1, NULL,
- ai_move, 3, NULL,
- ai_move, 1, NULL,
- ai_move, 1, NULL,
- ai_move, -2, NULL,
- ai_move, 2, NULL,
- ai_move, 2, NULL,
- ai_move, 9, NULL,
- ai_move, 9, NULL,
- ai_move, 5, NULL,
- ai_move, -3, NULL,
- ai_move, -3, NULL
- };
- mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
- // Off with his head
- mframe_t infantry_frames_death2 [] =
- {
- ai_move, 0, NULL,
- ai_move, 1, NULL,
- ai_move, 5, NULL,
- ai_move, -1, NULL,
- ai_move, 0, NULL,
- ai_move, 1, NULL,
- ai_move, 1, NULL,
- ai_move, 4, NULL,
- ai_move, 3, NULL,
- ai_move, 0, NULL,
- ai_move, -2, InfantryMachineGun,
- ai_move, -2, InfantryMachineGun,
- ai_move, -3, InfantryMachineGun,
- ai_move, -1, InfantryMachineGun,
- ai_move, -2, InfantryMachineGun,
- ai_move, 0, InfantryMachineGun,
- ai_move, 2, InfantryMachineGun,
- ai_move, 2, InfantryMachineGun,
- ai_move, 3, InfantryMachineGun,
- ai_move, -10, InfantryMachineGun,
- ai_move, -7, InfantryMachineGun,
- ai_move, -8, InfantryMachineGun,
- ai_move, -6, NULL,
- ai_move, 4, NULL,
- ai_move, 0, NULL
- };
- mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
- mframe_t infantry_frames_death3 [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -6, NULL,
- ai_move, -11, NULL,
- ai_move, -3, NULL,
- ai_move, -11, NULL,
- ai_move, 0, NULL,
- ai_move, 0, NULL
- };
- mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
- void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- int n;
- // 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
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_YES;
- n = rand() % 3;
- if (n == 0)
- {
- self->monsterinfo.currentmove = &infantry_move_death1;
- gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
- }
- else if (n == 1)
- {
- self->monsterinfo.currentmove = &infantry_move_death2;
- gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
- }
- else
- {
- self->monsterinfo.currentmove = &infantry_move_death3;
- gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
- }
- }
- void infantry_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 infantry_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 infantry_duck_up (edict_t *self)
- {
- self->monsterinfo.aiflags &= ~AI_DUCKED;
- self->maxs[2] += 32;
- self->takedamage = DAMAGE_AIM;
- gi.linkentity (self);
- }
- mframe_t infantry_frames_duck [] =
- {
- ai_move, -2, infantry_duck_down,
- ai_move, -5, infantry_duck_hold,
- ai_move, 3, NULL,
- ai_move, 4, infantry_duck_up,
- ai_move, 0, NULL
- };
- mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
- void infantry_dodge (edict_t *self, edict_t *attacker, float eta)
- {
- if (random() > 0.25)
- return;
- if (!self->enemy)
- self->enemy = attacker;
- self->monsterinfo.currentmove = &infantry_move_duck;
- }
- void infantry_cock_gun (edict_t *self)
- {
- int n;
- gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
- n = (rand() & 15) + 3 + 7;
- self->monsterinfo.pausetime = level.time + n * FRAMETIME;
- }
- void infantry_fire (edict_t *self)
- {
- InfantryMachineGun (self);
- if (level.time >= self->monsterinfo.pausetime)
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- else
- self->monsterinfo.aiflags |= AI_HOLD_FRAME;
- }
- mframe_t infantry_frames_attack1 [] =
- {
- ai_charge, 4, NULL,
- ai_charge, -1, NULL,
- ai_charge, -1, NULL,
- ai_charge, 0, infantry_cock_gun,
- ai_charge, -1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 1, NULL,
- ai_charge, 2, NULL,
- ai_charge, -2, NULL,
- ai_charge, -3, NULL,
- ai_charge, 1, infantry_fire,
- ai_charge, 5, NULL,
- ai_charge, -1, NULL,
- ai_charge, -2, NULL,
- ai_charge, -3, NULL
- };
- mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
- void infantry_swing (edict_t *self)
- {
- gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
- }
- void infantry_smack (edict_t *self)
- {
- vec3_t aim;
- VectorSet (aim, MELEE_DISTANCE, 0, 0);
- if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
- gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
- }
- mframe_t infantry_frames_attack2 [] =
- {
- ai_charge, 3, NULL,
- ai_charge, 6, NULL,
- ai_charge, 0, infantry_swing,
- ai_charge, 8, NULL,
- ai_charge, 5, NULL,
- ai_charge, 8, infantry_smack,
- ai_charge, 6, NULL,
- ai_charge, 3, NULL,
- };
- mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
- void infantry_attack(edict_t *self)
- {
- if (range (self, self->enemy) == RANGE_MELEE)
- self->monsterinfo.currentmove = &infantry_move_attack2;
- else
- self->monsterinfo.currentmove = &infantry_move_attack1;
- }
- /*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
- */
- void SP_monster_infantry (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- sound_pain1 = gi.soundindex ("infantry/infpain1.wav");
- sound_pain2 = gi.soundindex ("infantry/infpain2.wav");
- sound_die1 = gi.soundindex ("infantry/infdeth1.wav");
- sound_die2 = gi.soundindex ("infantry/infdeth2.wav");
- sound_gunshot = gi.soundindex ("infantry/infatck1.wav");
- sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav");
- sound_punch_swing = gi.soundindex ("infantry/infatck2.wav");
- sound_punch_hit = gi.soundindex ("infantry/melee2.wav");
-
- sound_sight = gi.soundindex ("infantry/infsght1.wav");
- sound_search = gi.soundindex ("infantry/infsrch1.wav");
- sound_idle = gi.soundindex ("infantry/infidle1.wav");
-
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
- VectorSet (self->mins, -16, -16, -24);
- VectorSet (self->maxs, 16, 16, 32);
- self->health = 100;
- self->gib_health = -40;
- self->mass = 200;
- self->pain = infantry_pain;
- self->die = infantry_die;
- self->monsterinfo.stand = infantry_stand;
- self->monsterinfo.walk = infantry_walk;
- self->monsterinfo.run = infantry_run;
- self->monsterinfo.dodge = infantry_dodge;
- self->monsterinfo.attack = infantry_attack;
- self->monsterinfo.melee = NULL;
- self->monsterinfo.sight = infantry_sight;
- self->monsterinfo.idle = infantry_fidget;
- gi.linkentity (self);
- self->monsterinfo.currentmove = &infantry_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- walkmonster_start (self);
- }
|