thirtyflightsofloving/game/m_brain.c
Knightmare66 8401c475f6 Improved Tactician Gunner's prox mine aiming in missionpack DLL.
Added powerarmortype field to default Lazaus DLL.  This changes the savegame version.
Added support for blood_type value of 4 to default Lazaurus, missionpack, and Zaero DLLs.
Added support for Lazarus initially dead monsters (health < 0) to missionpack DLL.
Added support for Lazarus monsterjump cvar (berserk, gunner, infantry, mutant, parasite) to missionpack DLL.
Cleaned up surface rendering code from mpolyvertex_t refactoring.
2021-07-31 02:07:06 -04:00

739 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
===========================================================================
*/
/*
==============================================================================
brain
==============================================================================
*/
#include "g_local.h"
#include "m_brain.h"
static int sound_chest_open;
static int sound_tentacles_extend;
static int sound_tentacles_retract;
static int sound_death;
static int sound_idle1;
static int sound_idle2;
static int sound_idle3;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
static int sound_search;
static int sound_melee1;
static int sound_melee2;
static int sound_melee3;
void brain_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void brain_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void brain_run (edict_t *self);
void brain_dead (edict_t *self);
//
// STAND
//
mframe_t brain_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,
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 brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};
void brain_stand (edict_t *self)
{
self->monsterinfo.currentmove = &brain_move_stand;
}
//
// IDLE
//
mframe_t brain_frames_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,
ai_stand, 0, NULL
};
mmove_t brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};
void brain_idle (edict_t *self)
{
if (!(self->spawnflags & SF_MONSTER_AMBUSH)) //Knightmare- play all 3 idle sounds
{
float r = random();
if (r < 0.33)
gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
else if (r < 0.67)
gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
else
gi.sound (self, CHAN_VOICE, sound_idle3, 1, ATTN_IDLE, 0); //Knightmare- changed channel
}
self->monsterinfo.currentmove = &brain_move_idle;
}
//
// WALK
//
mframe_t brain_frames_walk1 [] =
{
ai_walk, 7, NULL,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 1, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 9, NULL,
ai_walk, -4, NULL,
ai_walk, -1, NULL,
ai_walk, 2, NULL
};
mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};
// walk2 is FUBAR, do not use
#if 0
void brain_walk2_cycle (edict_t *self)
{
if (random() > 0.1)
self->monsterinfo.nextframe = FRAME_walk220;
}
mframe_t brain_frames_walk2 [] =
{
ai_walk, 3, NULL,
ai_walk, -2, NULL,
ai_walk, -4, NULL,
ai_walk, -3, NULL,
ai_walk, 0, NULL,
ai_walk, 1, NULL,
ai_walk, 12, NULL,
ai_walk, 0, NULL,
ai_walk, -3, NULL,
ai_walk, 0, NULL,
ai_walk, -2, NULL,
ai_walk, 0, NULL,
ai_walk, 0, 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, 10, NULL, // Cycle Start
ai_walk, -1, NULL,
ai_walk, 7, NULL,
ai_walk, 0, NULL,
ai_walk, 3, NULL,
ai_walk, -3, NULL,
ai_walk, 2, NULL,
ai_walk, 4, NULL,
ai_walk, -3, NULL,
ai_walk, 2, NULL,
ai_walk, 0, NULL,
ai_walk, 4, brain_walk2_cycle,
ai_walk, -1, NULL,
ai_walk, -1, NULL,
ai_walk, -8, NULL,
ai_walk, 0, NULL,
ai_walk, 1, NULL,
ai_walk, 5, NULL,
ai_walk, 2, NULL,
ai_walk, -1, NULL,
ai_walk, -5, NULL
};
//mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL};
#endif
void brain_walk (edict_t *self)
{
// if (random() <= 0.5)
self->monsterinfo.currentmove = &brain_move_walk1;
// else
// self->monsterinfo.currentmove = &brain_move_walk2;
}
mframe_t brain_frames_defense [] =
{
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 brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};
mframe_t brain_frames_pain3 [] =
{
ai_move, -2, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 3, NULL,
ai_move, 0, NULL,
ai_move, -4, NULL
};
mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};
mframe_t brain_frames_pain2 [] =
{
ai_move, -2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, 1, NULL,
ai_move, -2, NULL
};
mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};
mframe_t brain_frames_pain1 [] =
{
ai_move, -6, NULL,
ai_move, -2, NULL,
ai_move, -6, 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, 2, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 7, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, -1, NULL
};
mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};
//
// DUCK
//
void brain_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;
gi.linkentity (self);
}
void brain_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 brain_duck_up (edict_t *self)
{
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity (self);
}
mframe_t brain_frames_duck [] =
{
ai_move, 0, NULL,
ai_move, -2, brain_duck_down,
ai_move, 17, brain_duck_hold,
ai_move, -3, NULL,
ai_move, -1, brain_duck_up,
ai_move, -5, NULL,
ai_move, -6, NULL,
ai_move, -6, NULL
};
mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run};
void brain_dodge (edict_t *self, edict_t *attacker, float eta)
{
if (random() > 0.25)
return;
if (!self->enemy)
self->enemy = attacker;
self->monsterinfo.pausetime = level.time + eta + 0.5;
self->monsterinfo.currentmove = &brain_move_duck;
}
mframe_t brain_frames_death2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 9, NULL,
ai_move, 0, NULL
};
mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead};
mframe_t brain_frames_death1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -2, 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, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};
//
// MELEE
//
void brain_swing_right (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0);
}
void brain_hit_right (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
if (fire_hit (self, aim, (15 + (rand() %5)), 40))
gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}
void brain_swing_left (edict_t *self)
{
gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0);
}
void brain_hit_left (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
if (fire_hit (self, aim, (15 + (rand() %5)), 40))
gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}
mframe_t brain_frames_attack1 [] =
{
ai_charge, 8, NULL,
ai_charge, 3, NULL,
ai_charge, 5, NULL,
ai_charge, 0, NULL,
ai_charge, -3, brain_swing_right,
ai_charge, 0, NULL,
ai_charge, -5, NULL,
ai_charge, -7, brain_hit_right,
ai_charge, 0, NULL,
ai_charge, 6, brain_swing_left,
ai_charge, 1, NULL,
ai_charge, 2, brain_hit_left,
ai_charge, -3, NULL,
ai_charge, 6, NULL,
ai_charge, -1, NULL,
ai_charge, -3, NULL,
ai_charge, 2, NULL,
ai_charge, -11,NULL
};
mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run};
void brain_chest_open (edict_t *self)
{
self->spawnflags &= ~65536;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
}
void brain_tentacle_attack (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, 0, 8);
if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0)
self->spawnflags |= 65536;
gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
}
void brain_chest_closed (edict_t *self)
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
if (self->spawnflags & 65536)
{
self->spawnflags &= ~65536;
self->monsterinfo.currentmove = &brain_move_attack1;
}
}
mframe_t brain_frames_attack2 [] =
{
ai_charge, 5, NULL,
ai_charge, -4, NULL,
ai_charge, -4, NULL,
ai_charge, -3, NULL,
ai_charge, 0, brain_chest_open,
ai_charge, 0, NULL,
ai_charge, 13, brain_tentacle_attack,
ai_charge, 0, NULL,
ai_charge, 2, NULL,
ai_charge, 0, NULL,
ai_charge, -9, brain_chest_closed,
ai_charge, 0, NULL,
ai_charge, 4, NULL,
ai_charge, 3, NULL,
ai_charge, 2, NULL,
ai_charge, -3, NULL,
ai_charge, -6, NULL
};
mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run};
void brain_melee(edict_t *self)
{
if (random() <= 0.5)
self->monsterinfo.currentmove = &brain_move_attack1;
else
self->monsterinfo.currentmove = &brain_move_attack2;
}
//
// RUN
//
mframe_t brain_frames_run [] =
{
ai_run, 9, NULL,
ai_run, 2, NULL,
ai_run, 3, NULL,
ai_run, 3, NULL,
ai_run, 1, NULL,
ai_run, 0, NULL,
ai_run, 0, NULL,
ai_run, 10, NULL,
ai_run, -4, NULL,
ai_run, -1, NULL,
ai_run, 2, NULL
};
mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL};
void brain_run (edict_t *self)
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &brain_move_stand;
else
self->monsterinfo.currentmove = &brain_move_run;
}
void brain_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 = &brain_move_pain1;
}
else if (r < 0.66)
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &brain_move_pain2;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &brain_move_pain3;
}
}
void brain_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;
}
}
void brain_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
self->s.effects = 0;
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
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->s.skinnum |= 1;
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
if (random() <= 0.5)
self->monsterinfo.currentmove = &brain_move_death1;
else
self->monsterinfo.currentmove = &brain_move_death2;
}
/*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_brain (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_chest_open = gi.soundindex ("brain/brnatck1.wav");
sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav");
sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav");
sound_death = gi.soundindex ("brain/brndeth1.wav");
sound_idle1 = gi.soundindex ("brain/brnidle1.wav");
sound_idle2 = gi.soundindex ("brain/brnidle2.wav");
sound_idle3 = gi.soundindex ("brain/brnlens1.wav");
sound_pain1 = gi.soundindex ("brain/brnpain1.wav");
sound_pain2 = gi.soundindex ("brain/brnpain2.wav");
sound_sight = gi.soundindex ("brain/brnsght1.wav");
sound_search = gi.soundindex ("brain/brnsrch1.wav");
sound_melee1 = gi.soundindex ("brain/melee1.wav");
sound_melee2 = gi.soundindex ("brain/melee2.wav");
sound_melee3 = gi.soundindex ("brain/melee3.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/brain/tris.md2");
self->s.skinnum = self->style * 2;
}
self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
// Lazarus: mapper-configurable health
if (!self->health)
self->health = 300;
if (!self->gib_health)
self->gib_health = -150;
if (!self->mass)
self->mass = 400;
self->pain = brain_pain;
self->die = brain_die;
self->monsterinfo.stand = brain_stand;
self->monsterinfo.walk = brain_walk;
self->monsterinfo.run = brain_run;
self->monsterinfo.dodge = brain_dodge;
// self->monsterinfo.attack = brain_attack;
self->monsterinfo.melee = brain_melee;
self->monsterinfo.sight = brain_sight;
self->monsterinfo.search = brain_search;
self->monsterinfo.idle = brain_idle;
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;
}
else
{
self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
self->monsterinfo.power_armor_power = 100;
}
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.10;
// self->common_name = "Brains";
self->common_name = "Brain";
self->class_id = ENTITY_MONSTER_BRAIN;
// Knightmare- added sparks and blood type
if (!self->blood_type)
self->blood_type = 3; // sparks and blood
gi.linkentity (self);
self->monsterinfo.currentmove = &brain_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&brain_move_death1,
&brain_move_death2,
NULL};
M_SetDeath (self, (mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}