/* =========================================================================== 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 =========================================================================== */ /*============================================================================== 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 (!(self->spawnflags & SF_MONSTER_AMBUSH)) { 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 % 6) < 2) flash_index = blaster_flash[flash_number]; else if ((self->s.skinnum % 6) < 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; // Lazarus fog reduction of accuracy if (self->monsterinfo.visibility < FOG_CANSEEGOOD) { end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (end, start, aim); // Lazarus: Accuracy is skill level dependent if (skill->value < 3) { vectoangles (aim, dir); AngleVectors (dir, forward, right, up); r = crandom()*(1000 - 333*skill->value); u = crandom()*(500 - 167*skill->value); // Knightmare- adjust spread for expanded world size #ifdef KMQUAKE2_ENGINE_MOD r *= (WORLD_SIZE / 8192); u *= (WORLD_SIZE / 8192); #endif VectorMA (start, WORLD_SIZE, forward, end); // was 8192 VectorMA (end, r, right, end); VectorMA (end, u, up, end); VectorSubtract (end, start, aim); } VectorNormalize (aim); } if ((self->s.skinnum % 6) <= 1) { // Lazarus: make bolt speed skill level dependent monster_fire_blaster (self, start, aim, 5, 600 + 100*skill->value, flash_index, EF_BLASTER, BLASTER_ORANGE); } else if ((self->s.skinnum % 6) <= 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 % 6) > 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 % 6) < 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 % 6) < 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 % 6) < 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); M_FlyCheck (self); // Lazarus monster fade if (world->effects & FX_WORLDSPAWN_CORPSEFADE) { self->think=FadeDieSink; self->nextthink=level.time+corpse_fadetime->value; } } 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; self->s.skinnum |= 1; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; // check for gib 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 < 3; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/chest/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/head2/tris.md2", 0, 0, 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 % 6) == 1) gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0); else if ((self->s.skinnum % 6) == 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; } mframe_t soldier_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, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t soldier_move_jump = { FRAME_run01, FRAME_run08, soldier_frames_jump, soldier_run }; void soldier_jump (edict_t *self) { self->monsterinfo.currentmove = &soldier_move_jump; } // // SPAWN // void SP_monster_soldier_x (edict_t *self) { // Lazarus: special purpose skins if ( self->style ) PatchMonsterModel("models/monsters/soldier/tris.md2"); 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"); if (!self->mass) 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; if (monsterjump->value) { self->monsterinfo.jump = soldier_jump; self->monsterinfo.jumpup = 48; self->monsterinfo.jumpdn = 160; } // DWH if (self->powerarmor) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } // end DWH gi.linkentity (self); if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.40; if (self->health < 0) { mmove_t *deathmoves[] = {&soldier_move_death1, &soldier_move_death2, &soldier_move_death3, &soldier_move_death4, &soldier_move_death5, &soldier_move_death6, NULL}; M_SetDeath(self,(mmove_t **)&deathmoves); } 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; } 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->common_name = "Light Guard"; self->class_id = ENTITY_MONSTER_SOLDIER_LIGHT; // Lazarus: mapper-configurable health if (!self->health) self->health = 20; if (!self->gib_health) self->gib_health = -30; SP_monster_soldier_x (self); // Lazarus: custom skins self->s.skinnum = 0 + 6*self->style; } /*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; } sound_pain = gi.soundindex ("soldier/solpain1.wav"); sound_death = gi.soundindex ("soldier/soldeth1.wav"); gi.soundindex ("soldier/solatck1.wav"); self->common_name = "Shotgun Guard"; self->class_id = ENTITY_MONSTER_SOLDIER; // Lazarus: mapper-configurable health if (!self->health) self->health = 30; if (!self->gib_health) self->gib_health = -30; SP_monster_soldier_x (self); // Lazarus: custom skins self->s.skinnum = 2 + 6*self->style; } /*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; } sound_pain_ss = gi.soundindex ("soldier/solpain3.wav"); sound_death_ss = gi.soundindex ("soldier/soldeth3.wav"); gi.soundindex ("soldier/solatck3.wav"); self->common_name = "Machinegun Guard"; self->class_id = ENTITY_MONSTER_SOLDIER_SS; // Lazarus: mapper-configurable health if (!self->health) self->health = 40; if (!self->gib_health) self->gib_health = -30; SP_monster_soldier_x (self); // Lazarus: custom skins self->s.skinnum = 4 + 6*self->style; }