thirtyflightsofloving/missionpack/m_berserk.c
Knightmare66 7b6f4281ad Added POSTTHINK_CHILD_MOVEMENT macro to new movewith host entities in g_spawn.c->SpawnEntities() in default Lazarus DLL.
Added Zaero flare gun to no-autoswitch in p_weapon.c->Pickup_Weapon() in missionpack DLL.
Added LM plasma rifle to p_weapon.c->NoAmmoWeaponChange() in missionpack DLL.
Added output of modelindex5&6, alpha, and attenuation to properties command  in missionpack DLL.
Added nogib and environment spawnflags to trigger_hurt and trigger_hurt_boox in missionpack DLL.
Added MONSTER_KNOWS_MIRRORS flag to berserker, barracuda shark, and mutant in missionpack DLL.
Added entity class IDs to misc_actor and target_actor in missionpack DLL.
Added syntax whitespacing to some files in missionpack DLL.
Added backpack drop to certain monsters in missionpack DLL.
Changed some sound paths for new monsters and weapons in missionpack DLL.
2020-10-29 13:03:20 -04:00

599 lines
15 KiB
C

/*
==============================================================================
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,
// PMM .. from NULL
ai_run, 25, monster_done_dodge,
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)
{
monster_done_dodge (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)
{
monster_done_dodge (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
monster_done_dodge (self);
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)
{
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;
}
//===========
//PGM
void berserk_jump_now (edict_t *self)
{
vec3_t forward,up;
monster_jump_start (self);
AngleVectors (self->s.angles, forward, NULL, up);
VectorMA(self->velocity, 100, forward, self->velocity);
VectorMA(self->velocity, 300, up, self->velocity);
}
void berserk_jump2_now (edict_t *self)
{
vec3_t forward,up;
monster_jump_start (self);
AngleVectors (self->s.angles, forward, NULL, up);
VectorMA(self->velocity, 150, forward, self->velocity);
VectorMA(self->velocity, 400, up, self->velocity);
}
void berserk_jump_wait_land (edict_t *self)
{
if(self->groundentity == NULL)
{
self->monsterinfo.nextframe = self->s.frame;
if(monster_jump_finished (self))
self->monsterinfo.nextframe = self->s.frame + 1;
}
else
self->monsterinfo.nextframe = self->s.frame + 1;
}
mframe_t berserk_frames_jump [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, berserk_jump_now,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, berserk_jump_wait_land,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t berserk_move_jump = { FRAME_jump1, FRAME_jump9, berserk_frames_jump, berserk_run };
mframe_t berserk_frames_jump2 [] =
{
ai_move, -8, NULL,
ai_move, -4, NULL,
ai_move, -4, NULL,
ai_move, 0, berserk_jump_now,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, berserk_jump_wait_land,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t berserk_move_jump2 = { FRAME_jump1, FRAME_jump9, berserk_frames_jump2, berserk_run };
void berserk_jump (edict_t *self)
{
if(!self->enemy)
return;
monster_done_dodge (self);
if(self->enemy->s.origin[2] > self->s.origin[2])
self->monsterinfo.currentmove = &berserk_move_jump2;
else
self->monsterinfo.currentmove = &berserk_move_jump;
}
qboolean berserk_blocked (edict_t *self, float dist)
{
if(blocked_checkjump (self, dist, 256, 40))
{
berserk_jump(self);
return true;
}
if(blocked_checkplat (self, dist))
return true;
return false;
}
//PGM
//===========
void berserk_sidestep (edict_t *self)
{
// if we're jumping, don't dodge
if ((self->monsterinfo.currentmove == &berserk_move_jump) ||
(self->monsterinfo.currentmove == &berserk_move_jump2))
{
return;
}
// don't check for attack; the eta should suffice for melee monsters
if (self->monsterinfo.currentmove != &berserk_move_run1)
self->monsterinfo.currentmove = &berserk_move_run1;
}
/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib
*/
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;
if(!self->health)
self->health = 240;
if(!self->gib_health)
self->gib_health = -150;
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;
// pmm
// self->monsterinfo.dodge = NULL;
self->monsterinfo.dodge = M_MonsterDodge;
self->monsterinfo.sidestep = berserk_sidestep;
// pmm
self->monsterinfo.attack = NULL;
self->monsterinfo.melee = berserk_melee;
self->monsterinfo.sight = berserk_sight;
self->monsterinfo.search = berserk_search;
self->monsterinfo.blocked = berserk_blocked; //PGM
self->monsterinfo.currentmove = &berserk_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
if (!self->blood_type)
self->blood_type = 3; //sparks and blood
// 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 = 0.20;
self->common_name = "Berserker";
self->class_id = ENTITY_MONSTER_BERSERK;
self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS;
gi.linkentity (self);
walkmonster_start (self);
}