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-rw-r--r--src/baseq2/m_actor.c609
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diff --git a/src/baseq2/m_actor.c b/src/baseq2/m_actor.c
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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.
+
+*/
+// g_actor.c
+
+#include "g_local.h"
+#include "m_actor.h"
+
+#define MAX_ACTOR_NAMES 8
+char *actor_names[MAX_ACTOR_NAMES] =
+{
+ "Hellrot",
+ "Tokay",
+ "Killme",
+ "Disruptor",
+ "Adrianator",
+ "Rambear",
+ "Titus",
+ "Bitterman"
+};
+
+
+mframe_t actor_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 },
+ { 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 actor_move_stand = {FRAME_stand101, FRAME_stand140, actor_frames_stand, NULL};
+
+void actor_stand (edict_t *self)
+{
+ self->monsterinfo.currentmove = &actor_move_stand;
+
+ // randomize on startup
+ if (level.time < 1.0)
+ self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
+}
+
+
+mframe_t actor_frames_walk [] =
+{
+ { ai_walk, 0, NULL },
+ { ai_walk, 6, NULL },
+ { ai_walk, 10, NULL },
+ { ai_walk, 3, NULL },
+ { ai_walk, 2, NULL },
+ { ai_walk, 7, NULL },
+ { ai_walk, 10, NULL },
+ { ai_walk, 1, NULL },
+ { ai_walk, 4, NULL },
+ { ai_walk, 0, NULL },
+ { ai_walk, 0, NULL }
+};
+mmove_t actor_move_walk = {FRAME_walk01, FRAME_walk08, actor_frames_walk, NULL};
+
+void actor_walk (edict_t *self)
+{
+ self->monsterinfo.currentmove = &actor_move_walk;
+}
+
+
+mframe_t actor_frames_run [] =
+{
+ { ai_run, 4, NULL },
+ { ai_run, 15, NULL },
+ { ai_run, 15, NULL },
+ { ai_run, 8, NULL },
+ { ai_run, 20, NULL },
+ { ai_run, 15, NULL },
+ { ai_run, 8, NULL },
+ { ai_run, 17, NULL },
+ { ai_run, 12, NULL },
+ { ai_run, -2, NULL },
+ { ai_run, -2, NULL },
+ { ai_run, -1, NULL }
+};
+mmove_t actor_move_run = {FRAME_run02, FRAME_run07, actor_frames_run, NULL};
+
+void actor_run (edict_t *self)
+{
+ if ((level.time < self->pain_debounce_time) && (!self->enemy))
+ {
+ if (self->movetarget)
+ actor_walk(self);
+ else
+ actor_stand(self);
+ return;
+ }
+
+ if (self->monsterinfo.aiflags & AI_STAND_GROUND)
+ {
+ actor_stand(self);
+ return;
+ }
+
+ self->monsterinfo.currentmove = &actor_move_run;
+}
+
+
+mframe_t actor_frames_pain1 [] =
+{
+ { ai_move, -5, NULL },
+ { ai_move, 4, NULL },
+ { ai_move, 1, NULL }
+};
+mmove_t actor_move_pain1 = {FRAME_pain101, FRAME_pain103, actor_frames_pain1, actor_run};
+
+mframe_t actor_frames_pain2 [] =
+{
+ { ai_move, -4, NULL },
+ { ai_move, 4, NULL },
+ { ai_move, 0, NULL }
+};
+mmove_t actor_move_pain2 = {FRAME_pain201, FRAME_pain203, actor_frames_pain2, actor_run};
+
+mframe_t actor_frames_pain3 [] =
+{
+ { ai_move, -1, NULL },
+ { ai_move, 1, NULL },
+ { ai_move, 0, NULL }
+};
+mmove_t actor_move_pain3 = {FRAME_pain301, FRAME_pain303, actor_frames_pain3, actor_run};
+
+mframe_t actor_frames_flipoff [] =
+{
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL }
+};
+mmove_t actor_move_flipoff = {FRAME_flip01, FRAME_flip14, actor_frames_flipoff, actor_run};
+
+mframe_t actor_frames_taunt [] =
+{
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL },
+ { ai_turn, 0, NULL }
+};
+mmove_t actor_move_taunt = {FRAME_taunt01, FRAME_taunt17, actor_frames_taunt, actor_run};
+
+char *messages[] =
+{
+ "Watch it",
+ "#$@*&",
+ "Idiot",
+ "Check your targets"
+};
+
+void actor_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;
+// gi.sound (self, CHAN_VOICE, actor.sound_pain, 1, ATTN_NORM, 0);
+
+ if ((other->client) && (random() < 0.4))
+ {
+ vec3_t v;
+ char *name;
+
+ VectorSubtract (other->s.origin, self->s.origin, v);
+ self->ideal_yaw = vectoyaw (v);
+ if (random() < 0.5)
+ self->monsterinfo.currentmove = &actor_move_flipoff;
+ else
+ self->monsterinfo.currentmove = &actor_move_taunt;
+ name = actor_names[(self - g_edicts)%MAX_ACTOR_NAMES];
+ gi.cprintf (other, PRINT_CHAT, "%s: %s!\n", name, messages[rand()%3]);
+ return;
+ }
+
+ n = rand() % 3;
+ if (n == 0)
+ self->monsterinfo.currentmove = &actor_move_pain1;
+ else if (n == 1)
+ self->monsterinfo.currentmove = &actor_move_pain2;
+ else
+ self->monsterinfo.currentmove = &actor_move_pain3;
+}
+
+
+void actorMachineGun (edict_t *self)
+{
+ vec3_t start, target;
+ vec3_t forward, right;
+
+ AngleVectors (self->s.angles, forward, right, NULL);
+ G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_ACTOR_MACHINEGUN_1], forward, right, start);
+ if (self->enemy)
+ {
+ if (self->enemy->health > 0)
+ {
+ VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
+ target[2] += self->enemy->viewheight;
+ }
+ else
+ {
+ VectorCopy (self->enemy->absmin, target);
+ target[2] += (self->enemy->size[2] / 2);
+ }
+ VectorSubtract (target, start, forward);
+ VectorNormalize (forward);
+ }
+ else
+ {
+ AngleVectors (self->s.angles, forward, NULL, NULL);
+ }
+ monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_ACTOR_MACHINEGUN_1);
+}
+
+
+void actor_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 actor_frames_death1 [] =
+{
+ { ai_move, 0, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, -13, NULL },
+ { ai_move, 14, NULL },
+ { ai_move, 3, NULL },
+ { ai_move, -2, NULL },
+ { ai_move, 1, NULL }
+};
+mmove_t actor_move_death1 = {FRAME_death101, FRAME_death107, actor_frames_death1, actor_dead};
+
+mframe_t actor_frames_death2 [] =
+{
+ { ai_move, 0, NULL },
+ { ai_move, 7, NULL },
+ { ai_move, -6, NULL },
+ { ai_move, -5, NULL },
+ { ai_move, 1, NULL },
+ { ai_move, 0, NULL },
+ { ai_move, -1, NULL },
+ { ai_move, -2, NULL },
+ { ai_move, -1, NULL },
+ { ai_move, -9, NULL },
+ { ai_move, -13, NULL },
+ { ai_move, -13, NULL },
+ { ai_move, 0, NULL }
+};
+mmove_t actor_move_death2 = {FRAME_death201, FRAME_death213, actor_frames_death2, actor_dead};
+
+void actor_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
+{
+ int n;
+
+// check for gib
+ if (self->health <= -80)
+ {
+// gi.sound (self, CHAN_VOICE, actor.sound_gib, 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
+// gi.sound (self, CHAN_VOICE, actor.sound_die, 1, ATTN_NORM, 0);
+ self->deadflag = DEAD_DEAD;
+ self->takedamage = DAMAGE_YES;
+
+ n = rand() % 2;
+ if (n == 0)
+ self->monsterinfo.currentmove = &actor_move_death1;
+ else
+ self->monsterinfo.currentmove = &actor_move_death2;
+}
+
+
+void actor_fire (edict_t *self)
+{
+ actorMachineGun (self);
+
+ if (level.time >= self->monsterinfo.pausetime)
+ self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
+ else
+ self->monsterinfo.aiflags |= AI_HOLD_FRAME;
+}
+
+mframe_t actor_frames_attack [] =
+{
+ { ai_charge, -2, actor_fire },
+ { ai_charge, -2, NULL },
+ { ai_charge, 3, NULL },
+ { ai_charge, 2, NULL }
+};
+mmove_t actor_move_attack = {FRAME_attak01, FRAME_attak04, actor_frames_attack, actor_run};
+
+void actor_attack(edict_t *self)
+{
+ int n;
+
+ self->monsterinfo.currentmove = &actor_move_attack;
+ n = (rand() & 15) + 3 + 7;
+ self->monsterinfo.pausetime = level.time + n * FRAMETIME;
+}
+
+
+void actor_use (edict_t *self, edict_t *other, edict_t *activator)
+{
+ vec3_t v;
+
+ self->goalentity = self->movetarget = G_PickTarget(self->target);
+ if ((!self->movetarget) || (strcmp(self->movetarget->classname, "target_actor") != 0))
+ {
+ gi.dprintf ("%s has bad target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
+ self->target = NULL;
+ self->monsterinfo.pausetime = 100000000;
+ self->monsterinfo.stand (self);
+ return;
+ }
+
+ VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
+ self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
+ self->monsterinfo.walk (self);
+ self->target = NULL;
+}
+
+
+/*QUAKED misc_actor (1 .5 0) (-16 -16 -24) (16 16 32)
+*/
+
+void SP_misc_actor (edict_t *self)
+{
+ if (deathmatch->value)
+ {
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->targetname)
+ {
+ gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ if (!self->target)
+ {
+ gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
+ G_FreeEdict (self);
+ return;
+ }
+
+ self->movetype = MOVETYPE_STEP;
+ self->solid = SOLID_BBOX;
+ self->s.modelindex = gi.modelindex("players/male/tris.md2");
+ VectorSet (self->mins, -16, -16, -24);
+ VectorSet (self->maxs, 16, 16, 32);
+
+ if (!self->health)
+ self->health = 100;
+ self->mass = 200;
+
+ self->pain = actor_pain;
+ self->die = actor_die;
+
+ self->monsterinfo.stand = actor_stand;
+ self->monsterinfo.walk = actor_walk;
+ self->monsterinfo.run = actor_run;
+ self->monsterinfo.attack = actor_attack;
+ self->monsterinfo.melee = NULL;
+ self->monsterinfo.sight = NULL;
+
+ self->monsterinfo.aiflags |= AI_GOOD_GUY;
+
+ gi.linkentity (self);
+
+ self->monsterinfo.currentmove = &actor_move_stand;
+ self->monsterinfo.scale = MODEL_SCALE;
+
+ walkmonster_start (self);
+
+ // actors always start in a dormant state, they *must* be used to get going
+ self->use = actor_use;
+}
+
+
+/*QUAKED target_actor (.5 .3 0) (-8 -8 -8) (8 8 8) JUMP SHOOT ATTACK x HOLD BRUTAL
+JUMP jump in set direction upon reaching this target
+SHOOT take a single shot at the pathtarget
+ATTACK attack pathtarget until it or actor is dead
+
+"target" next target_actor
+"pathtarget" target of any action to be taken at this point
+"wait" amount of time actor should pause at this point
+"message" actor will "say" this to the player
+
+for JUMP only:
+"speed" speed thrown forward (default 200)
+"height" speed thrown upwards (default 200)
+*/
+
+void target_actor_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
+{
+ vec3_t v;
+
+ if (other->movetarget != self)
+ return;
+
+ if (other->enemy)
+ return;
+
+ other->goalentity = other->movetarget = NULL;
+
+ if (self->message)
+ {
+ int n;
+ edict_t *ent;
+
+ for (n = 1; n <= game.maxclients; n++)
+ {
+ ent = &g_edicts[n];
+ if (!ent->inuse)
+ continue;
+ gi.cprintf (ent, PRINT_CHAT, "%s: %s\n", actor_names[(other - g_edicts)%MAX_ACTOR_NAMES], self->message);
+ }
+ }
+
+ if (self->spawnflags & 1) //jump
+ {
+ other->velocity[0] = self->movedir[0] * self->speed;
+ other->velocity[1] = self->movedir[1] * self->speed;
+
+ if (other->groundentity)
+ {
+ other->groundentity = NULL;
+ other->velocity[2] = self->movedir[2];
+ gi.sound(other, CHAN_VOICE, gi.soundindex("player/male/jump1.wav"), 1, ATTN_NORM, 0);
+ }
+ }
+
+ if (self->spawnflags & 2) //shoot
+ {
+ }
+ else if (self->spawnflags & 4) //attack
+ {
+ other->enemy = G_PickTarget(self->pathtarget);
+ if (other->enemy)
+ {
+ other->goalentity = other->enemy;
+ if (self->spawnflags & 32)
+ other->monsterinfo.aiflags |= AI_BRUTAL;
+ if (self->spawnflags & 16)
+ {
+ other->monsterinfo.aiflags |= AI_STAND_GROUND;
+ actor_stand (other);
+ }
+ else
+ {
+ actor_run (other);
+ }
+ }
+ }
+
+ if (!(self->spawnflags & 6) && (self->pathtarget))
+ {
+ char *savetarget;
+
+ savetarget = self->target;
+ self->target = self->pathtarget;
+ G_UseTargets (self, other);
+ self->target = savetarget;
+ }
+
+ other->movetarget = G_PickTarget(self->target);
+
+ if (!other->goalentity)
+ other->goalentity = other->movetarget;
+
+ if (!other->movetarget && !other->enemy)
+ {
+ other->monsterinfo.pausetime = level.time + 100000000;
+ other->monsterinfo.stand (other);
+ }
+ else if (other->movetarget == other->goalentity)
+ {
+ VectorSubtract (other->movetarget->s.origin, other->s.origin, v);
+ other->ideal_yaw = vectoyaw (v);
+ }
+}
+
+void SP_target_actor (edict_t *self)
+{
+ if (!self->targetname)
+ gi.dprintf ("%s with no targetname at %s\n", self->classname, vtos(self->s.origin));
+
+ self->solid = SOLID_TRIGGER;
+ self->touch = target_actor_touch;
+ VectorSet (self->mins, -8, -8, -8);
+ VectorSet (self->maxs, 8, 8, 8);
+ self->svflags = SVF_NOCLIENT;
+
+ if (self->spawnflags & 1)
+ {
+ if (!self->speed)
+ self->speed = 200;
+ if (!st.height)
+ st.height = 200;
+ if (self->s.angles[YAW] == 0)
+ self->s.angles[YAW] = 360;
+ G_SetMovedir (self->s.angles, self->movedir);
+ self->movedir[2] = st.height;
+ }
+
+ gi.linkentity (self);
+}