/* ============================================================================== FLIPPER ============================================================================== */ #include "g_local.h" #include "m_flipper.h" static int sound_chomp; static int sound_attack; static int sound_pain1; static int sound_pain2; static int sound_death; static int sound_idle; static int sound_search; static int sound_sight; void flipper_stand (edict_t *self); //Knightmare added- these sounds were unused void flipper_breathe (edict_t *self) { if (self->waterlevel > 0) //only make bubble sounds if submerged gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void flipper_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0); } // end Knightmare mframe_t flipper_frames_stand [] = { ai_stand, 0, NULL }; mmove_t flipper_move_stand = {FRAME_flphor01, FRAME_flphor01, flipper_frames_stand, NULL}; void flipper_stand (edict_t *self) { self->monsterinfo.currentmove = &flipper_move_stand; // Knightmare- added idle breathing if (random() < 0.02) flipper_breathe (self); } #define FLIPPER_RUN_SPEED 24 mframe_t flipper_frames_run [] = { ai_run, FLIPPER_RUN_SPEED, NULL, // 6 ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, // 10 ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, // 20 ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, flipper_breathe, // Knightmare added- breathing ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL, ai_run, FLIPPER_RUN_SPEED, NULL // 29 }; mmove_t flipper_move_run_loop = {FRAME_flpver06, FRAME_flpver29, flipper_frames_run, NULL}; void flipper_run_loop (edict_t *self) { self->monsterinfo.currentmove = &flipper_move_run_loop; } mframe_t flipper_frames_run_start [] = { ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL }; mmove_t flipper_move_run_start = {FRAME_flpver01, FRAME_flpver06, flipper_frames_run_start, flipper_run_loop}; void flipper_run (edict_t *self) { self->monsterinfo.currentmove = &flipper_move_run_start; } /* Standard Swimming */ mframe_t flipper_frames_walk [] = { ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, flipper_breathe, // Knightmare added- breathing ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL }; mmove_t flipper_move_walk = {FRAME_flphor01, FRAME_flphor24, flipper_frames_walk, NULL}; void flipper_walk (edict_t *self) { self->monsterinfo.currentmove = &flipper_move_walk; } mframe_t flipper_frames_start_run [] = { ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, NULL, ai_run, 8, flipper_run }; mmove_t flipper_move_start_run = {FRAME_flphor01, FRAME_flphor05, flipper_frames_start_run, NULL}; void flipper_start_run (edict_t *self) { self->monsterinfo.currentmove = &flipper_move_start_run; } mframe_t flipper_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t flipper_move_pain2 = {FRAME_flppn101, FRAME_flppn105, flipper_frames_pain2, flipper_run}; mframe_t flipper_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t flipper_move_pain1 = {FRAME_flppn201, FRAME_flppn205, flipper_frames_pain1, flipper_run}; void flipper_bite (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, 0, 0); fire_hit (self, aim, 5, 0); } void flipper_preattack (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_chomp, 1, ATTN_NORM, 0); } mframe_t flipper_frames_attack [] = { ai_charge, 0, flipper_preattack, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, flipper_bite, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, flipper_bite, ai_charge, 0, NULL }; mmove_t flipper_move_attack = {FRAME_flpbit01, FRAME_flpbit20, flipper_frames_attack, flipper_run}; void flipper_melee(edict_t *self) { self->monsterinfo.currentmove = &flipper_move_attack; } void flipper_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() + 1) % 2; if (n == 0) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &flipper_move_pain1; } else { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &flipper_move_pain2; } } void flipper_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 flipper_frames_death [] = { 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, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t flipper_move_death = {FRAME_flpdth01, FRAME_flpdth56, flipper_frames_death, flipper_dead}; void flipper_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void flipper_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; self->s.skinnum |= 1; // 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 < 2; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &flipper_move_death; } void SP_monster_flipper_precache (void) { sound_pain1 = gi.soundindex ("flipper/flppain1.wav"); sound_pain2 = gi.soundindex ("flipper/flppain2.wav"); sound_death = gi.soundindex ("flipper/flpdeth1.wav"); sound_chomp = gi.soundindex ("flipper/flpatck1.wav"); sound_attack = gi.soundindex ("flipper/flpatck2.wav"); sound_idle = gi.soundindex ("flipper/flpidle1.wav"); sound_search = gi.soundindex ("flipper/flpsrch1.wav"); sound_sight = gi.soundindex ("flipper/flpsght1.wav"); } /*QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_flipper (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } SP_monster_flipper_precache(); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/flipper/tris.md2"); VectorSet (self->mins, -16, -16, 0); VectorSet (self->maxs, 16, 16, 32); self->health = 50; self->gib_health = -30; self->mass = 100; self->pain = flipper_pain; self->die = flipper_die; self->monsterinfo.stand = flipper_stand; self->monsterinfo.walk = flipper_walk; self->monsterinfo.run = flipper_start_run; self->monsterinfo.melee = flipper_melee; self->monsterinfo.sight = flipper_sight; self->monsterinfo.search = flipper_search; //Knightmare added gi.linkentity (self); self->monsterinfo.currentmove = &flipper_move_stand; self->monsterinfo.scale = MODEL_SCALE; swimmonster_start (self); }