/* =========================================================================== 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 =========================================================================== */ /* ============================================================================== INFANTRY ============================================================================== */ #include "g_local.h" #include "m_infantry.h" void InfantryMachineGun (edict_t *self); static int sound_pain1; static int sound_pain2; static int sound_die1; static int sound_die2; static int sound_gunshot; static int sound_weapon_cock; static int sound_punch_swing; static int sound_punch_hit; static int sound_sight; static int sound_search; static int sound_idle; mframe_t infantry_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 }; mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL}; void infantry_stand (edict_t *self) { self->monsterinfo.currentmove = &infantry_move_stand; } mframe_t infantry_frames_fidget [] = { ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 3, NULL, ai_stand, 6, NULL, ai_stand, 3, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, -2, NULL, ai_stand, 1, NULL, ai_stand, 1, NULL, ai_stand, 1, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, -1, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, -3, NULL, ai_stand, -2, NULL, ai_stand, -3, NULL, ai_stand, -3, NULL, ai_stand, -2, NULL }; mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand}; void infantry_fidget (edict_t *self) { self->monsterinfo.currentmove = &infantry_move_fidget; if (!(self->spawnflags & SF_MONSTER_AMBUSH)) gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } mframe_t infantry_frames_walk [] = { ai_walk, 5, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 6, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL }; mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL}; void infantry_walk (edict_t *self) { self->monsterinfo.currentmove = &infantry_move_walk; } mframe_t infantry_frames_run [] = { ai_run, 10, NULL, ai_run, 20, NULL, ai_run, 5, NULL, ai_run, 7, NULL, ai_run, 30, NULL, ai_run, 35, NULL, ai_run, 2, NULL, ai_run, 6, NULL }; mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL}; void infantry_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &infantry_move_stand; else self->monsterinfo.currentmove = &infantry_move_run; } mframe_t infantry_frames_pain1 [] = { ai_move, -3, NULL, ai_move, -2, NULL, ai_move, -1, NULL, ai_move, -2, NULL, ai_move, -1, NULL, ai_move, 1, NULL, ai_move, -1, NULL, ai_move, 1, NULL, ai_move, 6, NULL, ai_move, 2, NULL }; mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run}; mframe_t infantry_frames_pain2 [] = { ai_move, -3, NULL, ai_move, -3, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 5, NULL, ai_move, 2, NULL }; mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run}; void infantry_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() % 2; if (n == 0) { self->monsterinfo.currentmove = &infantry_move_pain1; gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); } else { self->monsterinfo.currentmove = &infantry_move_pain2; gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); } } vec3_t aimangles[] = { 0.0, 5.0, 0.0, 10.0, 15.0, 0.0, 20.0, 25.0, 0.0, 25.0, 35.0, 0.0, 30.0, 40.0, 0.0, 30.0, 45.0, 0.0, 25.0, 50.0, 0.0, 20.0, 40.0, 0.0, 15.0, 35.0, 0.0, 40.0, 35.0, 0.0, 70.0, 35.0, 0.0, 90.0, 35.0, 0.0 }; void InfantryMachineGun (edict_t *self) { vec3_t start, target; vec3_t forward, right; vec3_t vec; int flash_number; if (self->s.frame == FRAME_attak111) { flash_number = MZ2_INFANTRY_MACHINEGUN_1; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); if (self->enemy && self->enemy->inuse) { VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; // Lazarus fog reduction of accuracy if (self->monsterinfo.visibility < FOG_CANSEEGOOD) { target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (target, start, forward); VectorNormalize (forward); } else { AngleVectors (self->s.angles, forward, right, NULL); } } else { flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211); AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec); AngleVectors (vec, forward, NULL, NULL); } monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } void infantry_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0); } void infantry_dead (edict_t *self) { // Lazarus: Stupid... if flies aren't set by M_FlyCheck, monster_think // will cause us to come back here over and over and over // until flies ARE set or monster is gibbed. // This line fixes that: self->nextthink = 0; VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; 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 infantry_frames_death1 [] = { ai_move, -4, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -4, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, 3, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, -2, NULL, ai_move, 2, NULL, ai_move, 2, NULL, ai_move, 9, NULL, ai_move, 9, NULL, ai_move, 5, NULL, ai_move, -3, NULL, ai_move, -3, NULL }; mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead}; // Off with his head mframe_t infantry_frames_death2 [] = { ai_move, 0, NULL, ai_move, 1, NULL, ai_move, 5, NULL, ai_move, -1, NULL, ai_move, 0, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 4, NULL, ai_move, 3, NULL, ai_move, 0, NULL, ai_move, -2, InfantryMachineGun, ai_move, -2, InfantryMachineGun, ai_move, -3, InfantryMachineGun, ai_move, -1, InfantryMachineGun, ai_move, -2, InfantryMachineGun, ai_move, 0, InfantryMachineGun, ai_move, 2, InfantryMachineGun, ai_move, 2, InfantryMachineGun, ai_move, 3, InfantryMachineGun, ai_move, -10, InfantryMachineGun, ai_move, -7, InfantryMachineGun, ai_move, -8, InfantryMachineGun, ai_move, -6, NULL, ai_move, 4, NULL, ai_move, 0, NULL }; mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead}; mframe_t infantry_frames_death3 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -6, NULL, ai_move, -11, NULL, ai_move, -3, NULL, ai_move, -11, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead}; void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; 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 < 2; n++) ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC); for (n = 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/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->s.skinnum |= 1; self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; n = rand() % 3; if (n == 0) { self->monsterinfo.currentmove = &infantry_move_death1; gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); } else if (n == 1) { self->monsterinfo.currentmove = &infantry_move_death2; gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0); } else { self->monsterinfo.currentmove = &infantry_move_death3; gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); } } void infantry_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 infantry_duck_hold (edict_t *self) { if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } void infantry_duck_up (edict_t *self) { self->monsterinfo.aiflags &= ~AI_DUCKED; self->maxs[2] += 32; self->takedamage = DAMAGE_AIM; gi.linkentity (self); } mframe_t infantry_frames_duck [] = { ai_move, -2, infantry_duck_down, ai_move, -5, infantry_duck_hold, ai_move, 3, NULL, ai_move, 4, infantry_duck_up, ai_move, 0, NULL }; mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run}; void infantry_dodge (edict_t *self, edict_t *attacker, float eta) { if (random() > 0.25) return; if (!self->enemy) self->enemy = attacker; self->monsterinfo.currentmove = &infantry_move_duck; } void infantry_cock_gun (edict_t *self) { int n; gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0); n = (rand() & 15) + 3 + 7; self->monsterinfo.pausetime = level.time + n * FRAMETIME; } void infantry_fire (edict_t *self) { InfantryMachineGun (self); if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } mframe_t infantry_frames_attack1 [] = { ai_charge, 4, NULL, ai_charge, -1, NULL, ai_charge, -1, NULL, ai_charge, 0, infantry_cock_gun, ai_charge, -1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 2, NULL, ai_charge, -2, NULL, ai_charge, -3, NULL, ai_charge, 1, infantry_fire, ai_charge, 5, NULL, ai_charge, -1, NULL, ai_charge, -2, NULL, ai_charge, -3, NULL }; mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run}; void infantry_swing (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0); } void infantry_smack (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, 0, 0); if (fire_hit (self, aim, (5 + (rand() % 5)), 50)) gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0); } mframe_t infantry_frames_attack2 [] = { ai_charge, 3, NULL, ai_charge, 6, NULL, ai_charge, 0, infantry_swing, ai_charge, 8, NULL, ai_charge, 5, NULL, ai_charge, 8, infantry_smack, ai_charge, 6, NULL, ai_charge, 3, NULL, }; mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run}; void infantry_attack(edict_t *self) { if (range (self, self->enemy) == RANGE_MELEE) self->monsterinfo.currentmove = &infantry_move_attack2; else self->monsterinfo.currentmove = &infantry_move_attack1; } //Jump mframe_t infantry_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 infantry_move_jump = { FRAME_run01, FRAME_run08, infantry_frames_jump, infantry_run }; void infantry_jump (edict_t *self) { self->monsterinfo.currentmove = &infantry_move_jump; } /*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_infantry (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("infantry/infpain1.wav"); sound_pain2 = gi.soundindex ("infantry/infpain2.wav"); sound_die1 = gi.soundindex ("infantry/infdeth1.wav"); sound_die2 = gi.soundindex ("infantry/infdeth2.wav"); sound_gunshot = gi.soundindex ("infantry/infatck1.wav"); sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav"); sound_punch_swing = gi.soundindex ("infantry/infatck2.wav"); sound_punch_hit = gi.soundindex ("infantry/melee2.wav"); sound_sight = gi.soundindex ("infantry/infsght1.wav"); sound_search = gi.soundindex ("infantry/infsrch1.wav"); sound_idle = gi.soundindex ("infantry/infidle1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/infantry/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 32); // Lazarus: mapper-configurable health if (!self->health) self->health = 100; if (!self->gib_health) self->gib_health = -50; // Knightmare- was -40 if (!self->mass) self->mass = 200; self->pain = infantry_pain; self->die = infantry_die; self->monsterinfo.stand = infantry_stand; self->monsterinfo.walk = infantry_walk; self->monsterinfo.run = infantry_run; self->monsterinfo.dodge = infantry_dodge; self->monsterinfo.attack = infantry_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = infantry_sight; self->monsterinfo.idle = infantry_fidget; if (monsterjump->value) { self->monsterinfo.jump = infantry_jump; self->monsterinfo.jumpup = 48; self->monsterinfo.jumpdn = 160; } // 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; } if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.40; gi.linkentity (self); self->monsterinfo.currentmove = &infantry_move_stand; if (self->health < 0) { mmove_t *deathmoves[] = {&infantry_move_death1, &infantry_move_death2, &infantry_move_death3, NULL}; M_SetDeath (self, (mmove_t **)&deathmoves); } self->common_name = "Enforcer"; self->class_id = ENTITY_MONSTER_INFANTRY; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }