thirtyflightsofloving/game/m_mutant.c
Knightmare66 d16b46e3cf Added re-implementation of func_plat2 and func_door2 from rogue to default Lazarus DLL.
Overhauled child entity movement in default Lazarus DLL.
Added bbox versions of various triggers to default Lazarus DLL.
Added level.maptype field to default Lazarus DLL.
Added entity class IDs to default Lazarus DLL.
Incremented savegame version for default Lazarus DLL.
2020-10-27 02:00:05 -04:00

744 lines
17 KiB
C

/*
===========================================================================
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
===========================================================================
*/
/*
==============================================================================
Mutant
==============================================================================
*/
#include "g_local.h"
#include "m_mutant.h"
static int sound_swing;
static int sound_hit;
static int sound_hit2;
static int sound_death;
static int sound_idle;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
static int sound_search;
static int sound_step1;
static int sound_step2;
static int sound_step3;
static int sound_thud;
//
// SOUNDS
//
void mutant_step (edict_t *self)
{
int n;
n = (rand() + 1) % 3;
if (n == 0)
gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
else if (n == 1)
gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0);
}
void mutant_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void mutant_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void mutant_swing (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0);
}
//
// STAND
//
mframe_t mutant_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, // 10
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, // 20
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, // 30
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, // 40
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, // 50
ai_stand, 0, NULL
};
mmove_t mutant_move_stand = {FRAME_stand101, FRAME_stand151, mutant_frames_stand, NULL};
void mutant_stand (edict_t *self)
{
self->monsterinfo.currentmove = &mutant_move_stand;
}
//
// IDLE
//
void mutant_idle_loop (edict_t *self)
{
if (random() < 0.75)
self->monsterinfo.nextframe = FRAME_stand155;
}
mframe_t mutant_frames_idle [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL, // scratch loop start
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, mutant_idle_loop, // scratch loop end
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 mutant_move_idle = {FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand};
void mutant_idle (edict_t *self)
{
self->monsterinfo.currentmove = &mutant_move_idle;
if (!(self->spawnflags & SF_MONSTER_AMBUSH))
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
//
// WALK
//
void mutant_walk (edict_t *self);
mframe_t mutant_frames_walk [] =
{
ai_walk, 3, NULL,
ai_walk, 1, NULL,
ai_walk, 5, NULL,
ai_walk, 10, NULL,
ai_walk, 13, NULL,
ai_walk, 10, NULL,
ai_walk, 0, NULL,
ai_walk, 5, NULL,
ai_walk, 6, NULL,
ai_walk, 16, NULL,
ai_walk, 15, NULL,
ai_walk, 6, NULL
};
mmove_t mutant_move_walk = {FRAME_walk05, FRAME_walk16, mutant_frames_walk, NULL};
void mutant_walk_loop (edict_t *self)
{
self->monsterinfo.currentmove = &mutant_move_walk;
}
mframe_t mutant_frames_start_walk [] =
{
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, -2, NULL,
ai_walk, 1, NULL
};
mmove_t mutant_move_start_walk = {FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop};
void mutant_walk (edict_t *self)
{
self->monsterinfo.currentmove = &mutant_move_start_walk;
}
//
// RUN
//
mframe_t mutant_frames_run [] =
{
ai_run, 40, NULL,
ai_run, 40, mutant_step,
ai_run, 24, NULL,
ai_run, 5, mutant_step,
ai_run, 17, NULL,
ai_run, 10, NULL
};
mmove_t mutant_move_run = {FRAME_run03, FRAME_run08, mutant_frames_run, NULL};
void mutant_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &mutant_move_stand;
else
self->monsterinfo.currentmove = &mutant_move_run;
}
//
// MELEE
//
void mutant_hit_left (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
if (fire_hit (self, aim, (10 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}
void mutant_hit_right (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
if (fire_hit (self, aim, (10 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}
void mutant_check_refire (edict_t *self)
{
if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
return;
if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
self->monsterinfo.nextframe = FRAME_attack09;
}
mframe_t mutant_frames_attack [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, mutant_hit_left,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, mutant_hit_right,
ai_charge, 0, mutant_check_refire
};
mmove_t mutant_move_attack = {FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run};
void mutant_melee (edict_t *self)
{
self->monsterinfo.currentmove = &mutant_move_attack;
}
//
// ATTACK
//
void mutant_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (self->health <= 0)
{
self->touch = NULL;
return;
}
if (other->takedamage)
{
if (VectorLength(self->velocity) > 400)
{
vec3_t point;
vec3_t normal;
int damage;
VectorCopy (self->velocity, normal);
VectorNormalize(normal);
VectorMA (self->s.origin, self->maxs[0], normal, point);
damage = 40 + 10 * random();
T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
}
}
if (!M_CheckBottom (self))
{
if (self->groundentity)
{
self->monsterinfo.nextframe = FRAME_attack02;
self->touch = NULL;
}
return;
}
self->touch = NULL;
}
void mutant_jump_takeoff (edict_t *self)
{
vec3_t forward;
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
AngleVectors (self->s.angles, forward, NULL, NULL);
self->s.origin[2] += 1;
VectorScale (forward, 600, self->velocity);
self->velocity[2] = 250;
self->groundentity = NULL;
self->monsterinfo.aiflags |= AI_DUCKED;
self->monsterinfo.attack_finished = level.time + 3;
self->touch = mutant_jump_touch;
}
void mutant_check_landing (edict_t *self)
{
if (self->groundentity)
{
gi.sound (self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
self->monsterinfo.attack_finished = 0;
self->monsterinfo.aiflags &= ~AI_DUCKED;
return;
}
if (level.time > self->monsterinfo.attack_finished)
self->monsterinfo.nextframe = FRAME_attack02;
else
self->monsterinfo.nextframe = FRAME_attack05;
}
mframe_t mutant_frames_jump [] =
{
ai_charge, 0, NULL,
ai_charge, 17, NULL,
ai_charge, 15, mutant_jump_takeoff,
ai_charge, 15, NULL,
ai_charge, 15, mutant_check_landing,
ai_charge, 0, NULL,
ai_charge, 3, NULL,
ai_charge, 0, NULL
};
mmove_t mutant_move_jump = {FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run};
void mutant_jump (edict_t *self)
{
self->monsterinfo.currentmove = &mutant_move_jump;
}
//
// CHECKATTACK
//
qboolean mutant_check_melee (edict_t *self)
{
if (range (self, self->enemy) == RANGE_MELEE)
return true;
return false;
}
qboolean mutant_check_jump (edict_t *self)
{
vec3_t v;
float distance;
vec_t speed=0;
if (monsterjump->value)
{
if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]) +
self->monsterinfo.jumpdn )
return false;
if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]) -
self->monsterinfo.jumpup )
return false;
if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
speed = max(self->velocity[2],200);
}
else
{
if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
return false;
if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
return false;
}
v[0] = self->s.origin[0] - self->enemy->s.origin[0];
v[1] = self->s.origin[1] - self->enemy->s.origin[1];
v[2] = 0;
distance = VectorLength(v);
if (distance < 100)
return false;
if (distance > 100)
{
if (random() < 0.9)
return false;
}
if (speed)
self->velocity[2] = speed;
return true;
}
qboolean mutant_checkattack (edict_t *self)
{
if (!self->enemy || self->enemy->health <= 0)
return false;
if (mutant_check_melee(self))
{
self->monsterinfo.attack_state = AS_MELEE;
return true;
}
if (mutant_check_jump(self))
{
self->monsterinfo.attack_state = AS_MISSILE;
// FIXME play a jump sound here
return true;
}
return false;
}
//
// PAIN
//
mframe_t mutant_frames_pain1 [] =
{
ai_move, 4, NULL,
ai_move, -3, NULL,
ai_move, -8, NULL,
ai_move, 2, NULL,
ai_move, 5, NULL
};
mmove_t mutant_move_pain1 = {FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run};
mframe_t mutant_frames_pain2 [] =
{
ai_move, -24,NULL,
ai_move, 11, NULL,
ai_move, 5, NULL,
ai_move, -2, NULL,
ai_move, 6, NULL,
ai_move, 4, NULL
};
mmove_t mutant_move_pain2 = {FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run};
mframe_t mutant_frames_pain3 [] =
{
ai_move, -22,NULL,
ai_move, 3, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 6, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 1, NULL
};
mmove_t mutant_move_pain3 = {FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run};
void mutant_pain (edict_t *self, edict_t *other, float kick, int damage)
{
float r;
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
r = random();
if (r < 0.33)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &mutant_move_pain1;
}
else if (r < 0.66)
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &mutant_move_pain2;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &mutant_move_pain3;
}
}
//
// DEATH
//
void mutant_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 mutant_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
};
mmove_t mutant_move_death1 = {FRAME_death101, FRAME_death109, mutant_frames_death1, mutant_dead};
mframe_t mutant_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,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t mutant_move_death2 = {FRAME_death201, FRAME_death210, mutant_frames_death2, mutant_dead};
void mutant_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
self->s.skinnum |= 1;
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_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->s.skinnum = 1;
if (random() < 0.5)
self->monsterinfo.currentmove = &mutant_move_death1;
else
self->monsterinfo.currentmove = &mutant_move_death2;
}
mframe_t mutant_frames_fake_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 mutant_move_fake_jump = {FRAME_run03, FRAME_run08, mutant_frames_fake_jump, mutant_run};
void mutant_fake_jump (edict_t *self)
{
self->monsterinfo.currentmove = &mutant_move_fake_jump;
}
//
// SPAWN
//
/*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_mutant (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_swing = gi.soundindex ("mutant/mutatck1.wav");
sound_hit = gi.soundindex ("mutant/mutatck2.wav");
sound_hit2 = gi.soundindex ("mutant/mutatck3.wav");
sound_death = gi.soundindex ("mutant/mutdeth1.wav");
sound_idle = gi.soundindex ("mutant/mutidle1.wav");
sound_pain1 = gi.soundindex ("mutant/mutpain1.wav");
sound_pain2 = gi.soundindex ("mutant/mutpain2.wav");
sound_sight = gi.soundindex ("mutant/mutsght1.wav");
sound_search = gi.soundindex ("mutant/mutsrch1.wav");
sound_step1 = gi.soundindex ("mutant/step1.wav");
sound_step2 = gi.soundindex ("mutant/step2.wav");
sound_step3 = gi.soundindex ("mutant/step3.wav");
sound_thud = gi.soundindex ("mutant/thud1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/mutant/tris.md2");
self->s.skinnum = self->style * 2;
}
self->s.modelindex = gi.modelindex ("models/monsters/mutant/tris.md2");
VectorSet (self->mins, -32, -32, -24);
VectorSet (self->maxs, 32, 32, 48);
// Lazarus: mapper-configurable health
if (!self->health)
self->health = 300;
if (!self->gib_health)
self->gib_health = -120;
if (!self->mass)
self->mass = 300;
self->pain = mutant_pain;
self->die = mutant_die;
self->monsterinfo.stand = mutant_stand;
self->monsterinfo.walk = mutant_walk;
self->monsterinfo.run = mutant_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = mutant_jump;
self->monsterinfo.melee = mutant_melee;
self->monsterinfo.sight = mutant_sight;
self->monsterinfo.search = mutant_search;
self->monsterinfo.idle = mutant_idle;
self->monsterinfo.checkattack = mutant_checkattack;
if (monsterjump->value)
{
self->monsterinfo.jump = mutant_fake_jump;
self->monsterinfo.jumpup = 96;
self->monsterinfo.jumpdn = 160;
}
gi.linkentity (self);
self->monsterinfo.currentmove = &mutant_move_stand;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.90;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&mutant_move_death1,
&mutant_move_death2,
NULL};
M_SetDeath(self,(mmove_t **)&deathmoves);
}
self->common_name = "Mutant";
self->class_id = ENTITY_MONSTER_MUTANT;
self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}