diff options
Diffstat (limited to 'source/baseq2/m_infantry.c')
-rw-r--r-- | source/baseq2/m_infantry.c | 607 |
1 files changed, 607 insertions, 0 deletions
diff --git a/source/baseq2/m_infantry.c b/source/baseq2/m_infantry.c new file mode 100644 index 0000000..c950c63 --- /dev/null +++ b/source/baseq2/m_infantry.c @@ -0,0 +1,607 @@ +/* +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); +} |