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authorAndrey Nazarov <skuller@skuller.net>2009-05-30 11:46:41 +0000
committerAndrey Nazarov <skuller@skuller.net>2009-05-30 11:46:41 +0000
commit629da4a589f507bc1f193f5901d1679f307efc62 (patch)
treeb45e726e181f9f67196dd4f9f08be3228736a0d6 /source/baseq2/m_berserk.c
parent3ef036028a652f979a4197dd4a2ddd779e437597 (diff)
Imported baseq2 game source.
Replaced ‘--enable-openffa’ configure script option with ‘--enable-baseq2’. Changed Debian package description.
Diffstat (limited to 'source/baseq2/m_berserk.c')
-rw-r--r--source/baseq2/m_berserk.c457
1 files changed, 457 insertions, 0 deletions
diff --git a/source/baseq2/m_berserk.c b/source/baseq2/m_berserk.c
new file mode 100644
index 0000000..d070f72
--- /dev/null
+++ b/source/baseq2/m_berserk.c
@@ -0,0 +1,457 @@
+/*
+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.
+
+*/
+/*
+==============================================================================
+
+BERSERK
+
+==============================================================================
+*/
+
+#include "g_local.h"
+#include "m_berserk.h"
+
+
+static int sound_pain;
+static int sound_die;
+static int sound_idle;
+static int sound_punch;
+static int sound_sight;
+static int sound_search;
+
+void berserk_sight (edict_t *self, edict_t *other)
+{
+ gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
+}
+
+void berserk_search (edict_t *self)
+{
+ gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
+}
+
+
+void berserk_fidget (edict_t *self);
+mframe_t berserk_frames_stand [] =
+{
+ { ai_stand, 0, berserk_fidget },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL },
+ { ai_stand, 0, NULL }
+};
+mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
+
+void berserk_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &berserk_move_stand;
+}
+
+mframe_t berserk_frames_stand_fidget [] =
+{
+ { 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 berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
+
+void berserk_fidget (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ return;
+ if (random() > 0.15)
+ return;
+
+ self->monsterinfo.currentmove = &berserk_move_stand_fidget;
+ gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
+}
+
+
+mframe_t berserk_frames_walk [] =
+{
+ { ai_walk, 9.1, NULL },
+ { ai_walk, 6.3, NULL },
+ { ai_walk, 4.9, NULL },
+ { ai_walk, 6.7, NULL },
+ { ai_walk, 6.0, NULL },
+ { ai_walk, 8.2, NULL },
+ { ai_walk, 7.2, NULL },
+ { ai_walk, 6.1, NULL },
+ { ai_walk, 4.9, NULL },
+ { ai_walk, 4.7, NULL },
+ { ai_walk, 4.7, NULL },
+ { ai_walk, 4.8, NULL }
+};
+mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
+
+void berserk_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &berserk_move_walk;
+}
+
+/*
+
+ *****************************
+ SKIPPED THIS FOR NOW!
+ *****************************
+
+ Running -> Arm raised in air
+
+void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {{ ai_run(21);};
+void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {{ ai_run(11);};
+void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {{ ai_run(21);};
+void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {{ ai_run(25);};
+void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {{ ai_run(18);};
+void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {{ ai_run(19);};
+// running with arm in air : start loop
+void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {{ ai_run(21);};
+void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {{ ai_run(11);};
+void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {{ ai_run(21);};
+void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {{ ai_run(25);};
+void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {{ ai_run(18);};
+void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {{ ai_run(19);};
+// running with arm in air : end loop
+*/
+
+
+mframe_t berserk_frames_run1 [] =
+{
+ { ai_run, 21, NULL },
+ { ai_run, 11, NULL },
+ { ai_run, 21, NULL },
+ { ai_run, 25, NULL },
+ { ai_run, 18, NULL },
+ { ai_run, 19, NULL }
+};
+mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
+
+void berserk_run (edict_t *self)
+{
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ self->monsterinfo.currentmove = &berserk_move_stand;
+ else
+ self->monsterinfo.currentmove = &berserk_move_run1;
+}
+
+
+void berserk_attack_spike (edict_t *self)
+{
+ static vec3_t aim = {MELEE_DISTANCE, 0, -24};
+ fire_hit (self, aim, (15 + (rand() % 6)), 400); // Faster attack -- upwards and backwards
+}
+
+
+void berserk_swing (edict_t *self)
+{
+ gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
+}
+
+mframe_t berserk_frames_attack_spike [] =
+{
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, berserk_swing },
+ { ai_charge, 0, berserk_attack_spike },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL }
+};
+mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
+
+
+void berserk_attack_club (edict_t *self)
+{
+ vec3_t aim;
+
+ VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
+ fire_hit (self, aim, (5 + (rand() % 6)), 400); // Slower attack
+}
+
+mframe_t berserk_frames_attack_club [] =
+{
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, berserk_swing },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, berserk_attack_club },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL },
+ { ai_charge, 0, NULL }
+};
+mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
+
+
+void berserk_strike (edict_t *self)
+{
+ //FIXME play impact sound
+}
+
+
+mframe_t berserk_frames_attack_strike [] =
+{
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, berserk_swing },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, berserk_strike },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 9.7, NULL },
+ { ai_move, 13.6, NULL }
+};
+
+mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
+
+
+void berserk_melee (edict_t *self)
+{
+ if ((rand() % 2) == 0)
+ self->monsterinfo.currentmove = &berserk_move_attack_spike;
+ else
+ self->monsterinfo.currentmove = &berserk_move_attack_club;
+}
+
+
+/*
+void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {{ ai_run(9);};
+void() berserk_atke2 =[ $r_attb2, berserk_atke3 ] {{ ai_run(6);};
+void() berserk_atke3 =[ $r_attb3, berserk_atke4 ] {{ ai_run(18.4);};
+void() berserk_atke4 =[ $r_attb4, berserk_atke5 ] {{ ai_run(25);};
+void() berserk_atke5 =[ $r_attb5, berserk_atke6 ] {{ ai_run(14);};
+void() berserk_atke6 =[ $r_attb6, berserk_atke7 ] {{ ai_run(20);};
+void() berserk_atke7 =[ $r_attb7, berserk_atke8 ] {{ ai_run(8.5);};
+void() berserk_atke8 =[ $r_attb8, berserk_atke9 ] {{ ai_run(3);};
+void() berserk_atke9 =[ $r_attb9, berserk_atke10 ] {{ ai_run(17.5);};
+void() berserk_atke10 =[ $r_attb10, berserk_atke11 ] {{ ai_run(17);};
+void() berserk_atke11 =[ $r_attb11, berserk_atke12 ] {{ ai_run(9);};
+void() berserk_atke12 =[ $r_attb12, berserk_atke13 ] {{ ai_run(25);};
+void() berserk_atke13 =[ $r_attb13, berserk_atke14 ] {{ ai_run(3.7);};
+void() berserk_atke14 =[ $r_attb14, berserk_atke15 ] {{ ai_run(2.6);};
+void() berserk_atke15 =[ $r_attb15, berserk_atke16 ] {{ ai_run(19);};
+void() berserk_atke16 =[ $r_attb16, berserk_atke17 ] {{ ai_run(25);};
+void() berserk_atke17 =[ $r_attb17, berserk_atke18 ] {{ ai_run(19.6);};
+void() berserk_atke18 =[ $r_attb18, berserk_run1 ] {{ ai_run(7.8);};
+*/
+
+
+mframe_t berserk_frames_pain1 [] =
+{
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL }
+};
+mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
+
+
+mframe_t berserk_frames_pain2 [] =
+{
+ { 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 berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
+
+void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
+{
+ 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;
+ gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
+
+ if (skill->value == 3)
+ return; // no pain anims in nightmare
+
+ if ((damage < 20) || (random() < 0.5))
+ self->monsterinfo.currentmove = &berserk_move_pain1;
+ else
+ self->monsterinfo.currentmove = &berserk_move_pain2;
+}
+
+
+void berserk_dead (edict_t *self)
+{
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, -8);
+ self->movetype = MOVETYPE_TOSS;
+ self->svflags |= SVF_DEADMONSTER;
+ self->nextthink = 0;
+ gi.linkentity (self);
+}
+
+
+mframe_t berserk_frames_death1 [] =
+{
+ { 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 berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
+
+
+mframe_t berserk_frames_death2 [] =
+{
+ { 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 berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
+
+
+void berserk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
+{
+ int n;
+
+ 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;
+
+ gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ if (damage >= 50)
+ self->monsterinfo.currentmove = &berserk_move_death1;
+ else
+ self->monsterinfo.currentmove = &berserk_move_death2;
+}
+
+
+/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
+*/
+void SP_monster_berserk (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ // pre-caches
+ sound_pain = gi.soundindex ("berserk/berpain2.wav");
+ sound_die = gi.soundindex ("berserk/berdeth2.wav");
+ sound_idle = gi.soundindex ("berserk/beridle1.wav");
+ sound_punch = gi.soundindex ("berserk/attack.wav");
+ sound_search = gi.soundindex ("berserk/bersrch1.wav");
+ sound_sight = gi.soundindex ("berserk/sight.wav");
+
+ self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+
+ self->health = 240;
+ self->gib_health = -60;
+ self->mass = 250;
+
+ self->pain = berserk_pain;
+ self->die = berserk_die;
+
+ self->monsterinfo.stand = berserk_stand;
+ self->monsterinfo.walk = berserk_walk;
+ self->monsterinfo.run = berserk_run;
+ self->monsterinfo.dodge = NULL;
+ self->monsterinfo.attack = NULL;
+ self->monsterinfo.melee = berserk_melee;
+ self->monsterinfo.sight = berserk_sight;
+ self->monsterinfo.search = berserk_search;
+
+ self->monsterinfo.currentmove = &berserk_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ gi.linkentity (self);
+
+ walkmonster_start (self);
+}