/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code 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. Lazarus Quake 2 Mod source code 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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; if (!(self->spawnflags & SF_MONSTER_AMBUSH)) 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); M_FlyCheck (self); // Lazarus monster fade if (world->effects & FX_WORLDSPAWN_CORPSEFADE) { self->think=FadeDieSink; self->nextthink=level.time+corpse_fadetime->value; } } 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; self->s.skinnum |= 1; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB)) { 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; } //=========== //Jump mframe_t berserk_frames_jump [] = { 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_jump = { FRAME_run1, FRAME_run6, berserk_frames_jump, berserk_run }; void berserk_jump (edict_t *self) { self->monsterinfo.currentmove = &berserk_move_jump; } /*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"); // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/berserk/tris.md2"); self->s.skinnum = self->style * 2; } 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; // Lazarus: mapper-configurable health if (!self->health) self->health = 240; if (!self->gib_health) self->gib_health = -60; if (!self->mass) 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; if (monsterjump->value) { self->monsterinfo.jump = berserk_jump; self->monsterinfo.jumpup = 48; self->monsterinfo.jumpdn = 160; } self->monsterinfo.currentmove = &berserk_move_stand; if (self->health < 0) { mmove_t *deathmoves[] = {&berserk_move_death1, &berserk_move_death2, NULL}; M_SetDeath(self,(mmove_t **)&deathmoves); } self->monsterinfo.scale = MODEL_SCALE; // Knightmare- added sparks and blood type if (!self->blood_type) self->blood_type = 3; //sparks and blood // Lazarus if (self->powerarmor) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.20; self->common_name = "Berserker"; self->class_id = ENTITY_MONSTER_BERSERK; self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS; gi.linkentity (self); walkmonster_start (self); }