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Diffstat (limited to 'source/baseq2/m_soldier.c')
-rw-r--r-- | source/baseq2/m_soldier.c | 1299 |
1 files changed, 1299 insertions, 0 deletions
diff --git a/source/baseq2/m_soldier.c b/source/baseq2/m_soldier.c new file mode 100644 index 0000000..dd07a9d --- /dev/null +++ b/source/baseq2/m_soldier.c @@ -0,0 +1,1299 @@ +/* +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. + +*/ +/* +============================================================================== + +SOLDIER + +============================================================================== +*/ + +#include "g_local.h" +#include "m_soldier.h" + + +static int sound_idle; +static int sound_sight1; +static int sound_sight2; +static int sound_pain_light; +static int sound_pain; +static int sound_pain_ss; +static int sound_death_light; +static int sound_death; +static int sound_death_ss; +static int sound_cock; + + +void soldier_idle (edict_t *self) +{ + if (random() > 0.8) + gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); +} + +void soldier_cock (edict_t *self) +{ + if (self->s.frame == FRAME_stand322) + gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0); + else + gi.sound (self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0); +} + + +// STAND + +void soldier_stand (edict_t *self); + +mframe_t soldier_frames_stand1 [] = +{ + { ai_stand, 0, soldier_idle }, + { 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 }, + { 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 soldier_move_stand1 = {FRAME_stand101, FRAME_stand130, soldier_frames_stand1, soldier_stand}; + +mframe_t soldier_frames_stand3 [] = +{ + { 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, soldier_cock }, + { 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 soldier_move_stand3 = {FRAME_stand301, FRAME_stand339, soldier_frames_stand3, soldier_stand}; + +#if 0 +mframe_t soldier_frames_stand4 [] = +{ + { 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 }, + { 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 }, + { ai_stand, 0, NULL }, + { ai_stand, 0, NULL }, + { ai_stand, 4, NULL }, + { ai_stand, 1, NULL }, + { ai_stand, -1, NULL }, + { ai_stand, -2, NULL }, + + { ai_stand, 0, NULL }, + { ai_stand, 0, NULL } +}; +mmove_t soldier_move_stand4 = {FRAME_stand401, FRAME_stand452, soldier_frames_stand4, NULL}; +#endif + +void soldier_stand (edict_t *self) +{ + if ((self->monsterinfo.currentmove == &soldier_move_stand3) || (random() < 0.8)) + self->monsterinfo.currentmove = &soldier_move_stand1; + else + self->monsterinfo.currentmove = &soldier_move_stand3; +} + + +// +// WALK +// + +void soldier_walk1_random (edict_t *self) +{ + if (random() > 0.1) + self->monsterinfo.nextframe = FRAME_walk101; +} + +mframe_t soldier_frames_walk1 [] = +{ + { ai_walk, 3, NULL }, + { ai_walk, 6, NULL }, + { ai_walk, 2, NULL }, + { ai_walk, 2, NULL }, + { ai_walk, 2, NULL }, + { ai_walk, 1, NULL }, + { ai_walk, 6, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 3, NULL }, + { ai_walk, -1, soldier_walk1_random }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL }, + { ai_walk, 0, NULL } +}; +mmove_t soldier_move_walk1 = {FRAME_walk101, FRAME_walk133, soldier_frames_walk1, NULL}; + +mframe_t soldier_frames_walk2 [] = +{ + { ai_walk, 4, NULL }, + { ai_walk, 4, NULL }, + { ai_walk, 9, NULL }, + { ai_walk, 8, NULL }, + { ai_walk, 5, NULL }, + { ai_walk, 1, NULL }, + { ai_walk, 3, NULL }, + { ai_walk, 7, NULL }, + { ai_walk, 6, NULL }, + { ai_walk, 7, NULL } +}; +mmove_t soldier_move_walk2 = {FRAME_walk209, FRAME_walk218, soldier_frames_walk2, NULL}; + +void soldier_walk (edict_t *self) +{ + if (random() < 0.5) + self->monsterinfo.currentmove = &soldier_move_walk1; + else + self->monsterinfo.currentmove = &soldier_move_walk2; +} + + +// +// RUN +// + +void soldier_run (edict_t *self); + +mframe_t soldier_frames_start_run [] = +{ + { ai_run, 7, NULL }, + { ai_run, 5, NULL } +}; +mmove_t soldier_move_start_run = {FRAME_run01, FRAME_run02, soldier_frames_start_run, soldier_run}; + +mframe_t soldier_frames_run [] = +{ + { ai_run, 10, NULL }, + { ai_run, 11, NULL }, + { ai_run, 11, NULL }, + { ai_run, 16, NULL }, + { ai_run, 10, NULL }, + { ai_run, 15, NULL } +}; +mmove_t soldier_move_run = {FRAME_run03, FRAME_run08, soldier_frames_run, NULL}; + +void soldier_run (edict_t *self) +{ + if (self->monsterinfo.aiflags & AI_STAND_GROUND) + { + self->monsterinfo.currentmove = &soldier_move_stand1; + return; + } + + if (self->monsterinfo.currentmove == &soldier_move_walk1 || + self->monsterinfo.currentmove == &soldier_move_walk2 || + self->monsterinfo.currentmove == &soldier_move_start_run) + { + self->monsterinfo.currentmove = &soldier_move_run; + } + else + { + self->monsterinfo.currentmove = &soldier_move_start_run; + } +} + + +// +// PAIN +// + +mframe_t soldier_frames_pain1 [] = +{ + { ai_move, -3, NULL }, + { ai_move, 4, NULL }, + { ai_move, 1, NULL }, + { ai_move, 1, NULL }, + { ai_move, 0, NULL } +}; +mmove_t soldier_move_pain1 = {FRAME_pain101, FRAME_pain105, soldier_frames_pain1, soldier_run}; + +mframe_t soldier_frames_pain2 [] = +{ + { ai_move, -13, NULL }, + { ai_move, -1, NULL }, + { ai_move, 2, NULL }, + { ai_move, 4, NULL }, + { ai_move, 2, NULL }, + { ai_move, 3, NULL }, + { ai_move, 2, NULL } +}; +mmove_t soldier_move_pain2 = {FRAME_pain201, FRAME_pain207, soldier_frames_pain2, soldier_run}; + +mframe_t soldier_frames_pain3 [] = +{ + { ai_move, -8, NULL }, + { ai_move, 10, NULL }, + { ai_move, -4, NULL }, + { ai_move, -1, NULL }, + { ai_move, -3, NULL }, + { ai_move, 0, NULL }, + { ai_move, 3, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 1, NULL }, + { ai_move, 0, NULL }, + { ai_move, 1, NULL }, + { ai_move, 2, NULL }, + { ai_move, 4, NULL }, + { ai_move, 3, NULL }, + { ai_move, 2, NULL } +}; +mmove_t soldier_move_pain3 = {FRAME_pain301, FRAME_pain318, soldier_frames_pain3, soldier_run}; + +mframe_t soldier_frames_pain4 [] = +{ + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, -10, NULL }, + { ai_move, -6, NULL }, + { ai_move, 8, NULL }, + { ai_move, 4, NULL }, + { ai_move, 1, NULL }, + { ai_move, 0, NULL }, + { ai_move, 2, NULL }, + { ai_move, 5, NULL }, + { ai_move, 2, NULL }, + { ai_move, -1, NULL }, + { ai_move, -1, NULL }, + { ai_move, 3, NULL }, + { ai_move, 2, NULL }, + { ai_move, 0, NULL } +}; +mmove_t soldier_move_pain4 = {FRAME_pain401, FRAME_pain417, soldier_frames_pain4, soldier_run}; + + +void soldier_pain (edict_t *self, edict_t *other, float kick, int damage) +{ + float r; + int n; + + if (self->health < (self->max_health / 2)) + self->s.skinnum |= 1; + + if (level.time < self->pain_debounce_time) + { + if ((self->velocity[2] > 100) && ( (self->monsterinfo.currentmove == &soldier_move_pain1) || (self->monsterinfo.currentmove == &soldier_move_pain2) || (self->monsterinfo.currentmove == &soldier_move_pain3))) + self->monsterinfo.currentmove = &soldier_move_pain4; + return; + } + + self->pain_debounce_time = level.time + 3; + + n = self->s.skinnum | 1; + if (n == 1) + gi.sound (self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0); + else if (n == 3) + gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); + else + gi.sound (self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0); + + if (self->velocity[2] > 100) + { + self->monsterinfo.currentmove = &soldier_move_pain4; + return; + } + + if (skill->value == 3) + return; // no pain anims in nightmare + + r = random(); + + if (r < 0.33) + self->monsterinfo.currentmove = &soldier_move_pain1; + else if (r < 0.66) + self->monsterinfo.currentmove = &soldier_move_pain2; + else + self->monsterinfo.currentmove = &soldier_move_pain3; +} + + +// +// ATTACK +// + +static int blaster_flash [] = {MZ2_SOLDIER_BLASTER_1, MZ2_SOLDIER_BLASTER_2, MZ2_SOLDIER_BLASTER_3, MZ2_SOLDIER_BLASTER_4, MZ2_SOLDIER_BLASTER_5, MZ2_SOLDIER_BLASTER_6, MZ2_SOLDIER_BLASTER_7, MZ2_SOLDIER_BLASTER_8}; +static int shotgun_flash [] = {MZ2_SOLDIER_SHOTGUN_1, MZ2_SOLDIER_SHOTGUN_2, MZ2_SOLDIER_SHOTGUN_3, MZ2_SOLDIER_SHOTGUN_4, MZ2_SOLDIER_SHOTGUN_5, MZ2_SOLDIER_SHOTGUN_6, MZ2_SOLDIER_SHOTGUN_7, MZ2_SOLDIER_SHOTGUN_8}; +static int machinegun_flash [] = {MZ2_SOLDIER_MACHINEGUN_1, MZ2_SOLDIER_MACHINEGUN_2, MZ2_SOLDIER_MACHINEGUN_3, MZ2_SOLDIER_MACHINEGUN_4, MZ2_SOLDIER_MACHINEGUN_5, MZ2_SOLDIER_MACHINEGUN_6, MZ2_SOLDIER_MACHINEGUN_7, MZ2_SOLDIER_MACHINEGUN_8}; + +void soldier_fire (edict_t *self, int flash_number) +{ + vec3_t start; + vec3_t forward, right, up; + vec3_t aim; + vec3_t dir; + vec3_t end; + float r, u; + int flash_index; + + if (self->s.skinnum < 2) + flash_index = blaster_flash[flash_number]; + else if (self->s.skinnum < 4) + flash_index = shotgun_flash[flash_number]; + else + flash_index = machinegun_flash[flash_number]; + + AngleVectors (self->s.angles, forward, right, NULL); + G_ProjectSource (self->s.origin, monster_flash_offset[flash_index], forward, right, start); + + if (flash_number == 5 || flash_number == 6) + { + VectorCopy (forward, aim); + } + else + { + VectorCopy (self->enemy->s.origin, end); + end[2] += self->enemy->viewheight; + VectorSubtract (end, start, aim); + vectoangles (aim, dir); + AngleVectors (dir, forward, right, up); + + r = crandom()*1000; + u = crandom()*500; + VectorMA (start, 8192, forward, end); + VectorMA (end, r, right, end); + VectorMA (end, u, up, end); + + VectorSubtract (end, start, aim); + VectorNormalize (aim); + } + + if (self->s.skinnum <= 1) + { + monster_fire_blaster (self, start, aim, 5, 600, flash_index, EF_BLASTER); + } + else if (self->s.skinnum <= 3) + { + monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, flash_index); + } + else + { + if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME)) + self->monsterinfo.pausetime = level.time + (3 + rand() % 8) * FRAMETIME; + + monster_fire_bullet (self, start, aim, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_index); + + if (level.time >= self->monsterinfo.pausetime) + self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; + else + self->monsterinfo.aiflags |= AI_HOLD_FRAME; + } +} + +// ATTACK1 (blaster/shotgun) + +void soldier_fire1 (edict_t *self) +{ + soldier_fire (self, 0); +} + +void soldier_attack1_refire1 (edict_t *self) +{ + if (self->s.skinnum > 1) + return; + + if (self->enemy->health <= 0) + return; + + if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) + self->monsterinfo.nextframe = FRAME_attak102; + else + self->monsterinfo.nextframe = FRAME_attak110; +} + +void soldier_attack1_refire2 (edict_t *self) +{ + if (self->s.skinnum < 2) + return; + + if (self->enemy->health <= 0) + return; + + if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) + self->monsterinfo.nextframe = FRAME_attak102; +} + +mframe_t soldier_frames_attack1 [] = +{ + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_fire1 }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_attack1_refire1 }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_cock }, + { ai_charge, 0, soldier_attack1_refire2 }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL } +}; +mmove_t soldier_move_attack1 = {FRAME_attak101, FRAME_attak112, soldier_frames_attack1, soldier_run}; + +// ATTACK2 (blaster/shotgun) + +void soldier_fire2 (edict_t *self) +{ + soldier_fire (self, 1); +} + +void soldier_attack2_refire1 (edict_t *self) +{ + if (self->s.skinnum > 1) + return; + + if (self->enemy->health <= 0) + return; + + if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) + self->monsterinfo.nextframe = FRAME_attak204; + else + self->monsterinfo.nextframe = FRAME_attak216; +} + +void soldier_attack2_refire2 (edict_t *self) +{ + if (self->s.skinnum < 2) + return; + + if (self->enemy->health <= 0) + return; + + if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) + self->monsterinfo.nextframe = FRAME_attak204; +} + +mframe_t soldier_frames_attack2 [] = +{ + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_fire2 }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_attack2_refire1 }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_cock }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_attack2_refire2 }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL } +}; +mmove_t soldier_move_attack2 = {FRAME_attak201, FRAME_attak218, soldier_frames_attack2, soldier_run}; + +// ATTACK3 (duck and shoot) + +void soldier_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 soldier_duck_up (edict_t *self) +{ + self->monsterinfo.aiflags &= ~AI_DUCKED; + self->maxs[2] += 32; + self->takedamage = DAMAGE_AIM; + gi.linkentity (self); +} + +void soldier_fire3 (edict_t *self) +{ + soldier_duck_down (self); + soldier_fire (self, 2); +} + +void soldier_attack3_refire (edict_t *self) +{ + if ((level.time + 0.4) < self->monsterinfo.pausetime) + self->monsterinfo.nextframe = FRAME_attak303; +} + +mframe_t soldier_frames_attack3 [] = +{ + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_fire3 }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_attack3_refire }, + { ai_charge, 0, soldier_duck_up }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL } +}; +mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run}; + +// ATTACK4 (machinegun) + +void soldier_fire4 (edict_t *self) +{ + soldier_fire (self, 3); +// +// if (self->enemy->health <= 0) +// return; +// +// if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) +// self->monsterinfo.nextframe = FRAME_attak402; +} + +mframe_t soldier_frames_attack4 [] = +{ + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_fire4 }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL } +}; +mmove_t soldier_move_attack4 = {FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run}; + +#if 0 +// ATTACK5 (prone) + +void soldier_fire5 (edict_t *self) +{ + soldier_fire (self, 4); +} + +void soldier_attack5_refire (edict_t *self) +{ + if (self->enemy->health <= 0) + return; + + if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) + self->monsterinfo.nextframe = FRAME_attak505; +} + +mframe_t soldier_frames_attack5 [] = +{ + { ai_charge, 8, NULL }, + { ai_charge, 8, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_fire5 }, + { ai_charge, 0, NULL }, + { ai_charge, 0, NULL }, + { ai_charge, 0, soldier_attack5_refire } +}; +mmove_t soldier_move_attack5 = {FRAME_attak501, FRAME_attak508, soldier_frames_attack5, soldier_run}; +#endif + +// ATTACK6 (run & shoot) + +void soldier_fire8 (edict_t *self) +{ + soldier_fire (self, 7); +} + +void soldier_attack6_refire (edict_t *self) +{ + if (self->enemy->health <= 0) + return; + + if (range(self, self->enemy) < RANGE_MID) + return; + + if (skill->value == 3) + self->monsterinfo.nextframe = FRAME_runs03; +} + +mframe_t soldier_frames_attack6 [] = +{ + { ai_charge, 10, NULL }, + { ai_charge, 4, NULL }, + { ai_charge, 12, NULL }, + { ai_charge, 11, soldier_fire8 }, + { ai_charge, 13, NULL }, + { ai_charge, 18, NULL }, + { ai_charge, 15, NULL }, + { ai_charge, 14, NULL }, + { ai_charge, 11, NULL }, + { ai_charge, 8, NULL }, + { ai_charge, 11, NULL }, + { ai_charge, 12, NULL }, + { ai_charge, 12, NULL }, + { ai_charge, 17, soldier_attack6_refire } +}; +mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run}; + +void soldier_attack(edict_t *self) +{ + if (self->s.skinnum < 4) + { + if (random() < 0.5) + self->monsterinfo.currentmove = &soldier_move_attack1; + else + self->monsterinfo.currentmove = &soldier_move_attack2; + } + else + { + self->monsterinfo.currentmove = &soldier_move_attack4; + } +} + + +// +// SIGHT +// + +void soldier_sight(edict_t *self, edict_t *other) +{ + if (random() < 0.5) + gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0); + else + gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0); + + if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID)) + { + if (random() > 0.5) + self->monsterinfo.currentmove = &soldier_move_attack6; + } +} + +// +// DUCK +// + +void soldier_duck_hold (edict_t *self) +{ + if (level.time >= self->monsterinfo.pausetime) + self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; + else + self->monsterinfo.aiflags |= AI_HOLD_FRAME; +} + +mframe_t soldier_frames_duck [] = +{ + { ai_move, 5, soldier_duck_down }, + { ai_move, -1, soldier_duck_hold }, + { ai_move, 1, NULL }, + { ai_move, 0, soldier_duck_up }, + { ai_move, 5, NULL } +}; +mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run}; + +void soldier_dodge (edict_t *self, edict_t *attacker, float eta) +{ + float r; + + r = random(); + if (r > 0.25) + return; + + if (!self->enemy) + self->enemy = attacker; + + if (skill->value == 0) + { + self->monsterinfo.currentmove = &soldier_move_duck; + return; + } + + self->monsterinfo.pausetime = level.time + eta + 0.3; + r = random(); + + if (skill->value == 1) + { + if (r > 0.33) + self->monsterinfo.currentmove = &soldier_move_duck; + else + self->monsterinfo.currentmove = &soldier_move_attack3; + return; + } + + if (skill->value >= 2) + { + if (r > 0.66) + self->monsterinfo.currentmove = &soldier_move_duck; + else + self->monsterinfo.currentmove = &soldier_move_attack3; + return; + } + + self->monsterinfo.currentmove = &soldier_move_attack3; +} + + +// +// DEATH +// + +void soldier_fire6 (edict_t *self) +{ + soldier_fire (self, 5); +} + +void soldier_fire7 (edict_t *self) +{ + soldier_fire (self, 6); +} + +void soldier_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 soldier_frames_death1 [] = +{ + { ai_move, 0, NULL }, + { ai_move, -10, NULL }, + { ai_move, -10, NULL }, + { ai_move, -10, NULL }, + { ai_move, -5, 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, soldier_fire6 }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, soldier_fire7 }, + { 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 soldier_move_death1 = {FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead}; + +mframe_t soldier_frames_death2 [] = +{ + { ai_move, -5, NULL }, + { ai_move, -5, NULL }, + { ai_move, -5, 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 }, + { 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 soldier_move_death2 = {FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead}; + +mframe_t soldier_frames_death3 [] = +{ + { ai_move, -5, NULL }, + { ai_move, -5, NULL }, + { ai_move, -5, 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 }, + { 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 }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL }, +}; +mmove_t soldier_move_death3 = {FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead}; + +mframe_t soldier_frames_death4 [] = +{ + { 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 }, + + { 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 }, + + { 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 soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead}; + +mframe_t soldier_frames_death5 [] = +{ + { ai_move, -5, NULL }, + { ai_move, -5, NULL }, + { ai_move, -5, 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 }, + { ai_move, 0, NULL }, + { ai_move, 0, NULL } +}; +mmove_t soldier_move_death5 = {FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead}; + +mframe_t soldier_frames_death6 [] = +{ + { 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 soldier_move_death6 = {FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead}; + +void soldier_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 < 3; n++) + ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); + ThrowGib (self, "models/objects/gibs/chest/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; + self->s.skinnum |= 1; + + if (self->s.skinnum == 1) + gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0); + else if (self->s.skinnum == 3) + gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); + else // (self->s.skinnum == 5) + gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0); + + if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4) + { + // head shot + self->monsterinfo.currentmove = &soldier_move_death3; + return; + } + + n = rand() % 5; + if (n == 0) + self->monsterinfo.currentmove = &soldier_move_death1; + else if (n == 1) + self->monsterinfo.currentmove = &soldier_move_death2; + else if (n == 2) + self->monsterinfo.currentmove = &soldier_move_death4; + else if (n == 3) + self->monsterinfo.currentmove = &soldier_move_death5; + else + self->monsterinfo.currentmove = &soldier_move_death6; +} + + +// +// SPAWN +// + +void SP_monster_soldier_x (edict_t *self) +{ + + self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2"); + self->monsterinfo.scale = MODEL_SCALE; + VectorSet (self->mins, -16, -16, -24); + VectorSet (self->maxs, 16, 16, 32); + self->movetype = MOVETYPE_STEP; + self->solid = SOLID_BBOX; + + sound_idle = gi.soundindex ("soldier/solidle1.wav"); + sound_sight1 = gi.soundindex ("soldier/solsght1.wav"); + sound_sight2 = gi.soundindex ("soldier/solsrch1.wav"); + sound_cock = gi.soundindex ("infantry/infatck3.wav"); + + self->mass = 100; + + self->pain = soldier_pain; + self->die = soldier_die; + + self->monsterinfo.stand = soldier_stand; + self->monsterinfo.walk = soldier_walk; + self->monsterinfo.run = soldier_run; + self->monsterinfo.dodge = soldier_dodge; + self->monsterinfo.attack = soldier_attack; + self->monsterinfo.melee = NULL; + self->monsterinfo.sight = soldier_sight; + + gi.linkentity (self); + + self->monsterinfo.stand (self); + + walkmonster_start (self); +} + + +/*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight +*/ +void SP_monster_soldier_light (edict_t *self) +{ + if (deathmatch->value) + { + G_FreeEdict (self); + return; + } + + SP_monster_soldier_x (self); + + sound_pain_light = gi.soundindex ("soldier/solpain2.wav"); + sound_death_light = gi.soundindex ("soldier/soldeth2.wav"); + gi.modelindex ("models/objects/laser/tris.md2"); + gi.soundindex ("misc/lasfly.wav"); + gi.soundindex ("soldier/solatck2.wav"); + + self->s.skinnum = 0; + self->health = 20; + self->gib_health = -30; +} + +/*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight +*/ +void SP_monster_soldier (edict_t *self) +{ + if (deathmatch->value) + { + G_FreeEdict (self); + return; + } + + SP_monster_soldier_x (self); + + sound_pain = gi.soundindex ("soldier/solpain1.wav"); + sound_death = gi.soundindex ("soldier/soldeth1.wav"); + gi.soundindex ("soldier/solatck1.wav"); + + self->s.skinnum = 2; + self->health = 30; + self->gib_health = -30; +} + +/*QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight +*/ +void SP_monster_soldier_ss (edict_t *self) +{ + if (deathmatch->value) + { + G_FreeEdict (self); + return; + } + + SP_monster_soldier_x (self); + + sound_pain_ss = gi.soundindex ("soldier/solpain3.wav"); + sound_death_ss = gi.soundindex ("soldier/soldeth3.wav"); + gi.soundindex ("soldier/solatck3.wav"); + + self->s.skinnum = 4; + self->health = 40; + self->gib_health = -30; +} |