thirtyflightsofloving/game/m_berserk.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

531 lines
14 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
===========================================================================
*/
/*
==============================================================================
BERSERK
==============================================================================
*/
#include "g_local.h"
#include "m_berserk.h"
static int sound_pain;
static int sound_die;
static int sound_idle;
static int sound_punch;
static int sound_sight;
static int sound_search;
void berserk_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void berserk_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void berserk_fidget (edict_t *self);
mframe_t berserk_frames_stand [] =
{
ai_stand, 0, berserk_fidget,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
void berserk_stand (edict_t *self)
{
self->monsterinfo.currentmove = &berserk_move_stand;
}
mframe_t berserk_frames_stand_fidget [] =
{
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 berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
void berserk_fidget (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
return;
if (random() > 0.15)
return;
self->monsterinfo.currentmove = &berserk_move_stand_fidget;
if (!(self->spawnflags & SF_MONSTER_AMBUSH))
gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
}
mframe_t berserk_frames_walk [] =
{
ai_walk, 9.1, NULL,
ai_walk, 6.3, NULL,
ai_walk, 4.9, NULL,
ai_walk, 6.7, NULL,
ai_walk, 6.0, NULL,
ai_walk, 8.2, NULL,
ai_walk, 7.2, NULL,
ai_walk, 6.1, NULL,
ai_walk, 4.9, NULL,
ai_walk, 4.7, NULL,
ai_walk, 4.7, NULL,
ai_walk, 4.8, NULL
};
mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
void berserk_walk (edict_t *self)
{
self->monsterinfo.currentmove = &berserk_move_walk;
}
/*
*****************************
SKIPPED THIS FOR NOW!
*****************************
Running -> Arm raised in air
void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);};
void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);};
void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);};
void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);};
void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);};
void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);};
// running with arm in air : start loop
void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {ai_run(21);};
void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {ai_run(11);};
void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {ai_run(21);};
void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {ai_run(25);};
void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {ai_run(18);};
void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {ai_run(19);};
// running with arm in air : end loop
*/
mframe_t berserk_frames_run1 [] =
{
ai_run, 21, NULL,
ai_run, 11, NULL,
ai_run, 21, NULL,
ai_run, 25, NULL,
ai_run, 18, NULL,
ai_run, 19, NULL
};
mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
void berserk_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &berserk_move_stand;
else
self->monsterinfo.currentmove = &berserk_move_run1;
}
void berserk_attack_spike (edict_t *self)
{
static vec3_t aim = {MELEE_DISTANCE, 0, -24};
fire_hit (self, aim, (15 + (rand() % 6)), 400); // Faster attack -- upwards and backwards
}
void berserk_swing (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
}
mframe_t berserk_frames_attack_spike [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, berserk_swing,
ai_charge, 0, berserk_attack_spike,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
void berserk_attack_club (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
fire_hit (self, aim, (5 + (rand() % 6)), 400); // Slower attack
}
mframe_t berserk_frames_attack_club [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, berserk_swing,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, berserk_attack_club,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
void berserk_strike (edict_t *self)
{
//FIXME play impact sound
}
mframe_t berserk_frames_attack_strike [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, berserk_swing,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, berserk_strike,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 9.7, NULL,
ai_move, 13.6, NULL
};
mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
void berserk_melee (edict_t *self)
{
if ((rand() % 2) == 0)
self->monsterinfo.currentmove = &berserk_move_attack_spike;
else
self->monsterinfo.currentmove = &berserk_move_attack_club;
}
/*
void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {ai_run(9);};
void() berserk_atke2 =[ $r_attb2, berserk_atke3 ] {ai_run(6);};
void() berserk_atke3 =[ $r_attb3, berserk_atke4 ] {ai_run(18.4);};
void() berserk_atke4 =[ $r_attb4, berserk_atke5 ] {ai_run(25);};
void() berserk_atke5 =[ $r_attb5, berserk_atke6 ] {ai_run(14);};
void() berserk_atke6 =[ $r_attb6, berserk_atke7 ] {ai_run(20);};
void() berserk_atke7 =[ $r_attb7, berserk_atke8 ] {ai_run(8.5);};
void() berserk_atke8 =[ $r_attb8, berserk_atke9 ] {ai_run(3);};
void() berserk_atke9 =[ $r_attb9, berserk_atke10 ] {ai_run(17.5);};
void() berserk_atke10 =[ $r_attb10, berserk_atke11 ] {ai_run(17);};
void() berserk_atke11 =[ $r_attb11, berserk_atke12 ] {ai_run(9);};
void() berserk_atke12 =[ $r_attb12, berserk_atke13 ] {ai_run(25);};
void() berserk_atke13 =[ $r_attb13, berserk_atke14 ] {ai_run(3.7);};
void() berserk_atke14 =[ $r_attb14, berserk_atke15 ] {ai_run(2.6);};
void() berserk_atke15 =[ $r_attb15, berserk_atke16 ] {ai_run(19);};
void() berserk_atke16 =[ $r_attb16, berserk_atke17 ] {ai_run(25);};
void() berserk_atke17 =[ $r_attb17, berserk_atke18 ] {ai_run(19.6);};
void() berserk_atke18 =[ $r_attb18, berserk_run1 ] {ai_run(7.8);};
*/
mframe_t berserk_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
mframe_t berserk_frames_pain2 [] =
{
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, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
{
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;
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
if (skill->value == 3)
return; // no pain anims in nightmare
if ((damage < 20) || (random() < 0.5))
self->monsterinfo.currentmove = &berserk_move_pain1;
else
self->monsterinfo.currentmove = &berserk_move_pain2;
}
void berserk_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;
}
}
mframe_t berserk_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,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
mframe_t berserk_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
};
mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
void berserk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
self->s.skinnum |= 1;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
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_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
if (damage >= 50)
self->monsterinfo.currentmove = &berserk_move_death1;
else
self->monsterinfo.currentmove = &berserk_move_death2;
}
//===========
//Jump
mframe_t berserk_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
};
mmove_t berserk_move_jump = { FRAME_run1, FRAME_run6, berserk_frames_jump, berserk_run };
void berserk_jump (edict_t *self)
{
self->monsterinfo.currentmove = &berserk_move_jump;
}
/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_berserk (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
// pre-caches
sound_pain = gi.soundindex ("berserk/berpain2.wav");
sound_die = gi.soundindex ("berserk/berdeth2.wav");
sound_idle = gi.soundindex ("berserk/beridle1.wav");
sound_punch = gi.soundindex ("berserk/attack.wav");
sound_search = gi.soundindex ("berserk/bersrch1.wav");
sound_sight = gi.soundindex ("berserk/sight.wav");
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/berserk/tris.md2");
self->s.skinnum = self->style * 2;
}
self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: mapper-configurable health
if (!self->health)
self->health = 240;
if (!self->gib_health)
self->gib_health = -60;
if (!self->mass)
self->mass = 250;
self->pain = berserk_pain;
self->die = berserk_die;
self->monsterinfo.stand = berserk_stand;
self->monsterinfo.walk = berserk_walk;
self->monsterinfo.run = berserk_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = NULL;
self->monsterinfo.melee = berserk_melee;
self->monsterinfo.sight = berserk_sight;
self->monsterinfo.search = berserk_search;
if (monsterjump->value)
{
self->monsterinfo.jump = berserk_jump;
self->monsterinfo.jumpup = 48;
self->monsterinfo.jumpdn = 160;
}
self->monsterinfo.currentmove = &berserk_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&berserk_move_death1,
&berserk_move_death2,
NULL};
M_SetDeath(self,(mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
// Knightmare- added sparks and blood type
if (!self->blood_type)
self->blood_type = 3; //sparks and blood
// Lazarus
if (self->powerarmor) {
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = self->powerarmor;
}
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.20;
self->common_name = "Berserker";
self->class_id = ENTITY_MONSTER_BERSERK;
self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
gi.linkentity (self);
walkmonster_start (self);
}