thirtyflightsofloving/missionpack/m_q1zombie.c
Knightmare66 45a81cf57b Fixed shootable func_door_secret not working in default Lazarus and missionpack DLLs.
Cleaned up strig handling functions in game DLLs.
Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
2021-01-26 00:08:08 -05:00

723 lines
16 KiB
C

/*
==============================================================================
QUAKE ZOMBIE
==============================================================================
*/
#include "g_local.h"
#include "m_q1zombie.h"
static int sound_idleC;
static int sound_idle;
static int sound_idle2;
static int sound_pain;
static int sound_pain2;
static int sound_fall;
static int sound_gib;
static int sound_shot;
void q1_fire_gib (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
void q1zombie_down (edict_t *self);
void q1zombie_fallagain (edict_t *self);
void q1zombie_pain2 (edict_t *self);
void q1zombie_idle3 (edict_t *self);
void q1zombie_run (edict_t *self);
void q1zombie_Cidle (edict_t *self)
{
if (random() < 0.1)
gi.sound (self, CHAN_VOICE, sound_idleC, 1, ATTN_IDLE, 0); //was ATTN_STATIC
}
mframe_t q1zombie_frames_pain5 [] =
{
ai_move, 0, q1zombie_pain2, //1
ai_move, -8, NULL,
ai_move, -5, NULL,
ai_move, -3,NULL,
ai_move, -1,NULL, //5
ai_move, -2,NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -2, NULL,
ai_move, 0, q1zombie_down, //10
ai_move, 0, NULL,
ai_move, 0, q1zombie_idle3, //12
ai_move, 0, q1zombie_fallagain, //13
ai_move, 0, NULL,
ai_move, 0, NULL, //15
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL, //19- was q1zombie_takedamage
ai_move, 0, NULL, //20
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 5, NULL,
ai_move, 3, NULL, //25
ai_move, 1, NULL,
ai_move, -1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL //30
};
mmove_t q1zombie_move_pain5 = {FRAME_paine1, FRAME_paine30, q1zombie_frames_pain5, q1zombie_run};
void q1zombie_idle3 (edict_t *self)
{
trace_t tr;
// self->health = 60;
self->health = self->max_health;
self->solid = SOLID_BBOX;
self->count = 0;
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); //was ATTN_STATIC
// Check if player is standing on top
tr = gi.trace (self->s.origin, self->mins, self->maxs, self->s.origin, self, CONTENTS_PLAYERCLIP|CONTENTS_MONSTER);
if (tr.ent && tr.ent->solid != SOLID_BSP)
{
self->solid = SOLID_NOT;
self->count = 1;
// self->monsterinfo.currentmove = NULL;
// self->nextthink = level.time + FRAMETIME;
// self->think = q1zombie_
self->s.frame = FRAME_paine11;
// self->monsterinfo.currentmove = &q1zombie_move_pain5;
self->nextthink += 5;
self->pain_debounce_time = level.time + 3;
}
}
void q1zombie_idle (edict_t *self)
{
if (random() > 0.8)
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); //was ATTN_STATIC
if(self->solid == SOLID_NOT)
self->solid = SOLID_BBOX;
}
void q1zombie_idle2 (edict_t *self)
{
if (random() > 0.2)
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); //was ATTN_STATIC
else
gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0); //was ATTN_STATIC
}
void q1zombie_pain1(edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); //was ATTN_IDLE
// self->health = 60;
self->health = self->max_health;
}
void q1zombie_pain2(edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); //was ATTN_IDLE
// self->health = 60;
self->health = self->max_health;
}
void q1zombie_fall(edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_fall, 1, ATTN_NORM, 0); //was ATTN_IDLE
// self->health = 60;
self->health = self->max_health;
}
// STAND
void q1zombie_stand (edict_t *self);
mframe_t q1zombie_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
};
mmove_t q1zombie_move_stand = {FRAME_stand1, FRAME_stand15, q1zombie_frames_stand, q1zombie_stand};
void q1zombie_stand (edict_t *self)
{
self->solid = SOLID_BBOX;
self->count = 0;
self->monsterinfo.currentmove = &q1zombie_move_stand;
}
//Crucified
void q1zombie_crucify (edict_t *self);
mframe_t q1zombie_frames_cruc [] =
{
ai_stand, 0, NULL,
ai_stand, 0, q1zombie_Cidle,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
};
mmove_t q1zombie_crucified = {FRAME_cruc_1, FRAME_cruc_6, q1zombie_frames_cruc, q1zombie_crucify};
void q1zombie_crucify (edict_t *self)
{
self->monsterinfo.currentmove = &q1zombie_crucified;
}
//
// WALK
//
mframe_t q1zombie_frames_walk [] =
{
ai_walk, 0, NULL,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 2, NULL,
ai_walk, 1, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 2, NULL,
ai_walk, 2, NULL,
ai_walk, 1, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 0, q1zombie_idle
};
mmove_t q1zombie_move_walk = {FRAME_walk1, FRAME_walk19, q1zombie_frames_walk, NULL};
void q1zombie_walk (edict_t *self)
{
self->solid = SOLID_BBOX;
self->count = 0;
self->monsterinfo.currentmove = &q1zombie_move_walk;
}
//
// RUN
//
mframe_t q1zombie_frames_run [] =
{
ai_run, 1, NULL,
ai_run, 1, NULL,
ai_run, 0, NULL,
ai_run, 1, NULL,
ai_run, 2, NULL,
ai_run, 3, NULL,
ai_run, 4, NULL,
ai_run, 4, NULL,
ai_run, 2, NULL,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, 2, NULL,
ai_run, 4, NULL,
ai_run, 6, NULL,
ai_run, 7, NULL,
ai_run, 3, NULL,
ai_run, 8, q1zombie_idle2
};
mmove_t q1zombie_move_run = {FRAME_run1, FRAME_run18, q1zombie_frames_run, q1zombie_run};
void q1zombie_run (edict_t *self)
{
self->solid = SOLID_BBOX;
self->count = 0;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &q1zombie_move_stand;
return;
}
else
self->monsterinfo.currentmove = &q1zombie_move_run;
}
//
// ATTACK
//
void q1zombie_firegib (edict_t *self, vec3_t offset)
{
vec3_t start;
vec3_t forward, right;
vec3_t target;
vec3_t aim;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, offset, forward, right, start);
// project enemy back a bit and target there
VectorCopy (self->enemy->s.origin, target);
switch(range (self,self->enemy))
{
case RANGE_MELEE:
target[2] += self->enemy->viewheight;
break;
case RANGE_NEAR:
VectorMA (target, -0.04, self->enemy->velocity, target);
target[2] += (self->enemy->viewheight * 0.9);
break;
case RANGE_MID:
VectorMA (target, -0.08, self->enemy->velocity, target);
target[2] += (self->enemy->viewheight * 0.8);
break;
default:
VectorMA (target,-0.1, self->enemy->velocity, target);
target[2] += (rand() & self->enemy->viewheight);
break;
}
VectorSubtract (target, start, aim);
VectorNormalize (aim);
gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_shot, 1.0, ATTN_NORM, 0);
q1_fire_gib (self, start, aim, 10, 600);
}
void q1zombie_firegib1(edict_t *self)
{
vec3_t offset;
offset[0]=-8;
offset[1]=-18;
offset[2]=30;
q1zombie_firegib(self,offset);
}
void q1zombie_firegib2(edict_t *self)
{
vec3_t offset;
offset[0]=-8;
offset[1]=-18;
offset[2]=30;
q1zombie_firegib(self,offset);
}
void q1zombie_firegib3(edict_t *self)
{
vec3_t offset;
offset[0]=-8;
offset[1]=22;
offset[2]=30;
q1zombie_firegib(self,offset);
}
mframe_t q1zombie_frames_attack1[] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, q1zombie_firegib1
};
mmove_t q1zombie_move_attack1 = {FRAME_atta1, FRAME_atta13, q1zombie_frames_attack1, q1zombie_run};
mframe_t q1zombie_frames_attack2[] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, q1zombie_firegib2
};
mmove_t q1zombie_move_attack2 = {FRAME_attb1, FRAME_attb14, q1zombie_frames_attack2, q1zombie_run};
mframe_t q1zombie_frames_attack3[] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, q1zombie_firegib3
};
mmove_t q1zombie_move_attack3 = {FRAME_attc1, FRAME_attc12, q1zombie_frames_attack3, q1zombie_run};
void q1zombie_attack(edict_t *self)
{
float r = random();
if (self->style)
return;
self->solid = SOLID_BBOX;
self->count = 0;
if (r < 0.3)
self->monsterinfo.currentmove = &q1zombie_move_attack1;
else if (r < 0.6)
self->monsterinfo.currentmove = &q1zombie_move_attack2;
else
self->monsterinfo.currentmove = &q1zombie_move_attack3;
}
//
// PAIN
//
mframe_t q1zombie_frames_pain1 [] =
{
ai_move, 0, q1zombie_pain1,
ai_move, 3, NULL,
ai_move, 1, NULL,
ai_move, -1,NULL,
ai_move, -3,NULL,
ai_move, -1,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 q1zombie_move_pain1 = {FRAME_paina1, FRAME_paina12, q1zombie_frames_pain1, q1zombie_run};
mframe_t q1zombie_frames_pain2 [] =
{
ai_move, 0, q1zombie_pain2,
ai_move, -2, NULL,
ai_move, -8, NULL,
ai_move, -6,NULL,
ai_move, -2,NULL,
ai_move, 0,NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, q1zombie_fall,
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, 1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t q1zombie_move_pain2 = {FRAME_painb1, FRAME_painb28, q1zombie_frames_pain2, q1zombie_run};
mframe_t q1zombie_frames_pain3 [] =
{
ai_move, 0, q1zombie_pain2,
ai_move, 0, NULL,
ai_move, -3,NULL,
ai_move, -1,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, 1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t q1zombie_move_pain3 = {FRAME_painc1, FRAME_painc18, q1zombie_frames_pain3, q1zombie_run};
mframe_t q1zombie_frames_pain4 [] =
{
ai_move, 0, q1zombie_pain1,
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, -1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t q1zombie_move_pain4 = {FRAME_paind1, FRAME_paind13, q1zombie_frames_pain4, q1zombie_run};
// fall and stand up functions
void q1zombie_down( edict_t *self)
{
self->solid = SOLID_NOT;
q1zombie_fall(self);
self->nextthink += 5;
}
void q1zombie_pain (edict_t *self, edict_t *other, float kick, int damage)
{
float r;
// self->health = 60;
self->health = self->max_health;
if (self->wait > level.time)
{
self->dmg += damage;
if (self->dmg > 30)
{
self->monsterinfo.currentmove = &q1zombie_move_pain5;
self->pain_debounce_time = level.time + 3;
self->dmg = 0;
self->wait = 0;
// self->solid = SOLID_NOT;
self->count = 1;
return;
}
}
else
{
self->wait = level.time + 1;
self->dmg = damage;
}
if (damage < 15)
return;
if (damage >= 25)
{
self->monsterinfo.currentmove = &q1zombie_move_pain5;
self->pain_debounce_time = level.time + 3;
// self->solid = SOLID_NOT;
self->count = 1;
return;
}
if (self->pain_debounce_time > level.time)
return;
r = random();
if (r < 0.25)
{
self->monsterinfo.currentmove = &q1zombie_move_pain1;
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
self->pain_debounce_time = level.time + 1.0;
}
else if (r < 0.5)
{
self->monsterinfo.currentmove = &q1zombie_move_pain2;
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->pain_debounce_time = level.time + 1.5;
}
else if (r < 0.75)
{
self->monsterinfo.currentmove = &q1zombie_move_pain3;
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->pain_debounce_time = level.time + 1.1;
}
else
{
self->monsterinfo.currentmove = &q1zombie_move_pain4;
self->pain_debounce_time = level.time + 1.0;
}
}
void q1zombie_fallagain ( edict_t *self)
{
if (self->pain_debounce_time > level.time)
{
self->monsterinfo.currentmove = &q1zombie_move_pain5;
}
}
//
// SIGHT
//
void q1zombie_sight(edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_NORM, 0);
if (!self->style && (skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
q1zombie_attack(self);
}
//
// DEATH
//
void q1zombie_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
gi.sound (self, CHAN_VOICE, sound_gib, 1, ATTN_NORM, 0);
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);
for (n = 0; n < 2; n++)
ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/monsters/q1zombie/head/tris.md2", 0, 0, damage*2, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_NO;
return;
}
//
// SPAWN
//
/*QUAKED monster_q1_zombie (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
model="models/monsters/q1zombie/tris.md2"
"sounds" 1 makes the zombie crucified
*/
void SP_misc_q1_zombie_crucified (edict_t *self);
void SP_monster_q1_zombie (edict_t *self)
{
if (self->sounds) // change to different entity because crucified code here is broken
{
self->classname = "misc_q1_zombie_crucified";
SP_misc_q1_zombie_crucified (self);
return;
}
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_idleC = gi.soundindex ("q1zombie/idle_w2.wav");
sound_idle = gi.soundindex ("q1zombie/z_idle.wav");
sound_idle2 = gi.soundindex ("q1zombie/z_idle1.wav");
sound_pain = gi.soundindex ("q1zombie/z_pain.wav");
sound_pain2 = gi.soundindex ("q1zombie/z_pain1.wav");
sound_fall = gi.soundindex ("q1zombie/z_fall.wav");
sound_gib = gi.soundindex ("q1zombie/z_gib.wav");
sound_shot = gi.soundindex ("q1zombie/z_shot1.wav");
// precache gibs
gi.modelindex ("models/monsters/q1zombie/head/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib2/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
// precache projectile gib
q1_gib_precache ();
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/q1zombie/tris.md2");
self->s.skinnum = self->style;
}
self->s.modelindex = gi.modelindex ("models/monsters/q1zombie/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
if (!self->health)
self->health = 60;
// if (!self->gib_health)
self->gib_health = 0;
if (!self->mass)
self->mass = 100;
self->count = 0;
self->max_health = self->health; // save custom health
self->pain = q1zombie_pain;
self->die = q1zombie_die;
self->flags |= FL_Q1_MONSTER;
self->monsterinfo.stand = q1zombie_stand;
self->monsterinfo.walk = q1zombie_walk;
self->monsterinfo.run = q1zombie_run;
self->monsterinfo.attack = q1zombie_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = q1zombie_sight;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.90;
// 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 = "Zombie";
self->class_id = ENTITY_MONSTER_Q1_ZOMBIE;
gi.linkentity (self);
self->monsterinfo.currentmove = &q1zombie_move_stand;
walkmonster_start (self);
self->monsterinfo.scale = MODEL_SCALE;
}