You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
607 lines
14 KiB
607 lines
14 KiB
/* |
|
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); |
|
}
|
|
|