/* ============================================================================== Q1 SOLDIER ============================================================================== */ #include "g_local.h" #include "m_q1grunt.h" static int sound_idle; static int sound_sight; static int sound_pain1; static int sound_pain2; static int sound_death; static int sound_gib; static int sound_attack; void q1grunt_idle (edict_t *self) { if (!self->enemy) if (random() > 0.8) { gi.sound (self, CHAN_VOICE, sound_idle, 0.8, ATTN_STATIC, 0); } } // STAND void q1grunt_stand (edict_t *self); mframe_t q1grunt_frames_stand [] = { ai_stand, 0, q1grunt_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 }; mmove_t q1grunt_move_stand = {FRAME_stand1, FRAME_stand8, q1grunt_frames_stand, q1grunt_stand}; void q1grunt_stand (edict_t *self) { self->monsterinfo.currentmove = &q1grunt_move_stand; } // // WALK // mframe_t q1grunt_frames_walk [] = { ai_walk, 1, q1grunt_idle, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 2, NULL, ai_walk, 3, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 2, NULL, ai_walk, 2, NULL, ai_walk, 2, NULL, ai_walk, 1, NULL, ai_walk, 0, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 2, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL }; mmove_t q1grunt_move_walk = {FRAME_prowl_1, FRAME_prowl_24, q1grunt_frames_walk, NULL}; void q1grunt_walk (edict_t *self) { self->monsterinfo.currentmove = &q1grunt_move_walk; } // // RUN // void q1grunt_run (edict_t *self); mframe_t q1grunt_frames_run [] = { ai_run, 11, NULL, //q1grunt_idle, ai_run, 15, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 8, NULL, ai_run, 15, NULL, ai_run, 10, NULL, ai_run, 15, NULL }; mmove_t q1grunt_move_run = {FRAME_run1, FRAME_run8, q1grunt_frames_run, q1grunt_run}; void q1grunt_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) { self->monsterinfo.currentmove = &q1grunt_move_stand; return; } else self->monsterinfo.currentmove = &q1grunt_move_run; } // // PAIN // mframe_t q1grunt_frames_pain1 [] = { ai_move, -2, NULL, ai_move, 3, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t q1grunt_move_pain1 = {FRAME_pain1, FRAME_pain6, q1grunt_frames_pain1, q1grunt_run}; mframe_t q1grunt_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 13, NULL, ai_move, 9, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, 0, NULL }; mmove_t q1grunt_move_pain2 = {FRAME_painb1, FRAME_painb14, q1grunt_frames_pain2, q1grunt_run}; mframe_t q1grunt_frames_pain3 [] = { ai_move, 0, NULL, ai_move, -1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, 4, NULL, ai_move, 3, NULL, ai_move, 6, NULL, ai_move, 8, NULL, ai_move, 0, NULL }; mmove_t q1grunt_move_pain3 = {FRAME_painc1, FRAME_painc13, q1grunt_frames_pain3, q1grunt_run}; void q1grunt_pain (edict_t *self, edict_t *other, float kick, int damage) { float r; if (level.time < self->pain_debounce_time) return; if (self->health <= 0) return; r = random(); if (r < 0.2) { self->pain_debounce_time = level.time + 0.6; gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &q1grunt_move_pain1; } else if (r < 0.6) { self->pain_debounce_time = level.time + 1.1; gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &q1grunt_move_pain2; } else { self->pain_debounce_time = level.time + 1.1; gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &q1grunt_move_pain3; } } // // ATTACK // void q1grunt_fire (edict_t *self) { vec3_t start; vec3_t forward, right, up; vec3_t aim; vec3_t dir; vec3_t end; float r, u; if (!self->enemy) return; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_SOLDIER_SHOTGUN_1], forward, right, start); 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); gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_attack, 1, ATTN_NORM, 0); monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, MZ2_SOLDIER_SHOTGUN_1); } void q1grunt_attack_refire (edict_t *self) { if (!self->enemy || self->enemy->health <= 0) return; if ( ((skill->value == 3) && (random() < 0.2)) || (range(self, self->enemy) == RANGE_MELEE) ) self->monsterinfo.nextframe = FRAME_shoot1; else self->monsterinfo.nextframe = FRAME_shoot8; } mframe_t q1grunt_frames_attack [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, q1grunt_fire, ai_charge, 0, NULL, ai_charge, 0, q1grunt_attack_refire, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t q1grunt_move_attack = {FRAME_shoot1, FRAME_shoot9, q1grunt_frames_attack, q1grunt_run}; void q1grunt_attack(edict_t *self) { self->monsterinfo.currentmove = &q1grunt_move_attack; } // // SIGHT // void q1grunt_sight(edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); if ((skill->value > 0) && (range(self, self->enemy) < RANGE_FAR) && !(self->monsterinfo.aiflags & AI_SOUND_TARGET)) { self->monsterinfo.currentmove = &q1grunt_move_attack; } } // // DEATH // void q1grunt_dropshells (edict_t *self) { edict_t *backpack; if (self->health <= self->gib_health) return; backpack = Drop_Q1Backpack (self, FindItemByClassname("ammo_shells"), 5); /* backpack = Drop_Item(self, FindItemByClassname("item_q1_backpack")); backpack->item = FindItemByClassname("ammo_shells"); backpack->count = 5; backpack->touch = Touch_Item; backpack->nextthink = level.time + 1800; backpack->think = G_FreeEdict; */ self->gib_health = -10000; } void q1grunt_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 q1grunt_frames_death1 [] = { ai_move, 0, NULL, ai_move, -10, NULL, ai_move, -10, q1grunt_dropshells, 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 }; mmove_t q1grunt_move_death1 = {FRAME_death1, FRAME_death10, q1grunt_frames_death1, q1grunt_dead}; mframe_t q1grunt_frames_death2 [] = { ai_move, 0, NULL, ai_move, -5, NULL, ai_move, -4, q1grunt_dropshells, ai_move, -13, NULL, ai_move, -3, NULL, ai_move, -4, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t q1grunt_move_death2 = {FRAME_deathc1, FRAME_deathc11, q1grunt_frames_death2, q1grunt_dead}; void q1grunt_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 && !(self->spawnflags & SF_MONSTER_NOGIB)) { gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, sound_gib, 1, ATTN_NORM, 0); // if dead body, don't drop pack when gibbed // if (self->deadflag != DEAD_DEAD) // q1grunt_dropshells(self); for (n = 0; n < 2; n++) ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowHead (self, "models/monsters/q1grunt/head/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; gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); if (random() < 0.5) self->monsterinfo.currentmove = &q1grunt_move_death1; else self->monsterinfo.currentmove = &q1grunt_move_death2; } // // SPAWN // /*QUAKED monster_q1_grunt (1 .5 0) (-16 -16 -24) (16 16 40) Ambush Trigger_Spawn Sight model="models/monsters/q1grunt/tris.md2" */ void SP_monster_q1_grunt (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_idle = gi.soundindex ("q1grunt/idle.wav"); sound_sight = gi.soundindex ("q1grunt/sight1.wav"); sound_pain1 = gi.soundindex ("q1grunt/pain1.wav"); sound_pain2 = gi.soundindex ("q1grunt/pain2.wav"); sound_death = gi.soundindex ("q1grunt/death1.wav"); sound_gib = gi.soundindex ("q1player/udeath.wav"); sound_attack = gi.soundindex ("q1grunt/sattck1.wav"); // precache backpack gi.modelindex ("models/items/q1backpack/tris.md2"); // gi.soundindex ("q1weapons/lock4.wav"); // precache gibs gi.modelindex ("models/monsters/q1grunt/head/tris.md2"); gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2"); gi.modelindex ("models/objects/q1gibs/q1gib2/tris.md2"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/q1grunt/tris.md2"); self->s.skinnum = self->style; } self->s.modelindex = gi.modelindex ("models/monsters/q1grunt/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 40); if (!self->health) self->health = 35; if (!self->gib_health) self->gib_health = -35; if (!self->mass) self->mass = 100; self->pain = q1grunt_pain; self->die = q1grunt_die; self->flags |= FL_Q1_MONSTER; self->monsterinfo.stand = q1grunt_stand; self->monsterinfo.walk = q1grunt_walk; self->monsterinfo.run = q1grunt_run; self->monsterinfo.attack = q1grunt_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = q1grunt_sight; if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.40; // Lazarus if (self->powerarmor) { if (self->powerarmortype == 1) self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; else self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } self->common_name = "Grunt"; self->class_id = ENTITY_MONSTER_Q1_GRUNT; gi.linkentity (self); self->monsterinfo.currentmove = &q1grunt_move_stand; if (self->health < 0) { mmove_t *deathmoves[] = {&q1grunt_move_death1, &q1grunt_move_death1, NULL}; M_SetDeath (self, (mmove_t **)&deathmoves); } self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }