A version of the Quake 2 source tree that should be easier to compile and run on modern *nixes.
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/*
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);
}