thirtyflightsofloving/zaero/m_actor.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

591 lines
13 KiB
C

// g_actor.c
#include "g_local.h"
#include "m_actor.h"
#define MAX_ACTOR_NAMES 8
char *actor_names[MAX_ACTOR_NAMES] =
{
"Hellrot",
"Tokay",
"Killme",
"Disruptor",
"Adrianator",
"Rambear",
"Titus",
"Bitterman"
};
mframe_t actor_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,
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 actor_move_stand = {FRAME_stand101, FRAME_stand140, actor_frames_stand, NULL};
void actor_stand (edict_t *self)
{
self->monsterinfo.currentmove = &actor_move_stand;
// randomize on startup
if (level.time < 1.0)
self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
}
mframe_t actor_frames_walk [] =
{
ai_walk, 0, NULL,
ai_walk, 6, NULL,
ai_walk, 10, NULL,
ai_walk, 3, NULL,
ai_walk, 2, NULL,
ai_walk, 7, NULL,
ai_walk, 10, NULL,
ai_walk, 1, NULL,
ai_walk, 4, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL
};
mmove_t actor_move_walk = {FRAME_walk01, FRAME_walk08, actor_frames_walk, NULL};
void actor_walk (edict_t *self)
{
self->monsterinfo.currentmove = &actor_move_walk;
}
mframe_t actor_frames_run [] =
{
ai_run, 4, NULL,
ai_run, 15, NULL,
ai_run, 15, NULL,
ai_run, 8, NULL,
ai_run, 20, NULL,
ai_run, 15, NULL,
ai_run, 8, NULL,
ai_run, 17, NULL,
ai_run, 12, NULL,
ai_run, -2, NULL,
ai_run, -2, NULL,
ai_run, -1, NULL
};
mmove_t actor_move_run = {FRAME_run02, FRAME_run07, actor_frames_run, NULL};
void actor_run (edict_t *self)
{
if ((level.time < self->pain_debounce_time) && (!self->enemy))
{
if (self->movetarget)
actor_walk(self);
else
actor_stand(self);
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
actor_stand(self);
return;
}
self->monsterinfo.currentmove = &actor_move_run;
}
mframe_t actor_frames_pain1 [] =
{
ai_move, -5, NULL,
ai_move, 4, NULL,
ai_move, 1, NULL
};
mmove_t actor_move_pain1 = {FRAME_pain101, FRAME_pain103, actor_frames_pain1, actor_run};
mframe_t actor_frames_pain2 [] =
{
ai_move, -4, NULL,
ai_move, 4, NULL,
ai_move, 0, NULL
};
mmove_t actor_move_pain2 = {FRAME_pain201, FRAME_pain203, actor_frames_pain2, actor_run};
mframe_t actor_frames_pain3 [] =
{
ai_move, -1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL
};
mmove_t actor_move_pain3 = {FRAME_pain301, FRAME_pain303, actor_frames_pain3, actor_run};
mframe_t actor_frames_flipoff [] =
{
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL
};
mmove_t actor_move_flipoff = {FRAME_flip01, FRAME_flip14, actor_frames_flipoff, actor_run};
mframe_t actor_frames_taunt [] =
{
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL,
ai_turn, 0, NULL
};
mmove_t actor_move_taunt = {FRAME_taunt01, FRAME_taunt17, actor_frames_taunt, actor_run};
char *messages[] =
{
"Watch it",
"#$@*&",
"Idiot",
"Check your targets"
};
void actor_pain (edict_t *self, edict_t *other, float kick, int damage)
{
int n;
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, actor.sound_pain, 1, ATTN_NORM, 0);
if ((other->client) && (random() < 0.4))
{
vec3_t v;
char *name;
VectorSubtract (other->s.origin, self->s.origin, v);
self->ideal_yaw = vectoyaw (v);
if (random() < 0.5)
self->monsterinfo.currentmove = &actor_move_flipoff;
else
self->monsterinfo.currentmove = &actor_move_taunt;
name = actor_names[(self - g_edicts)%MAX_ACTOR_NAMES];
gi.cprintf (other, PRINT_CHAT, "%s: %s!\n", name, messages[rand()%3]);
return;
}
n = rand() % 3;
if (n == 0)
self->monsterinfo.currentmove = &actor_move_pain1;
else if (n == 1)
self->monsterinfo.currentmove = &actor_move_pain2;
else
self->monsterinfo.currentmove = &actor_move_pain3;
}
void actorMachineGun (edict_t *self)
{
vec3_t start, target;
vec3_t forward, right;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_ACTOR_MACHINEGUN_1], forward, right, start);
if (self->enemy)
{
if (self->enemy->health > 0)
{
VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
}
else
{
VectorCopy (self->enemy->absmin, target);
target[2] += (self->enemy->size[2] / 2);
}
VectorSubtract (target, start, forward);
VectorNormalize (forward);
}
else
{
AngleVectors (self->s.angles, forward, NULL, NULL);
}
monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_ACTOR_MACHINEGUN_1);
}
void actor_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);
}
mframe_t actor_frames_death1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -13, NULL,
ai_move, 14, NULL,
ai_move, 3, NULL,
ai_move, -2, NULL,
ai_move, 1, NULL
};
mmove_t actor_move_death1 = {FRAME_death101, FRAME_death107, actor_frames_death1, actor_dead};
mframe_t actor_frames_death2 [] =
{
ai_move, 0, NULL,
ai_move, 7, NULL,
ai_move, -6, NULL,
ai_move, -5, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, -1, NULL,
ai_move, -2, NULL,
ai_move, -1, NULL,
ai_move, -9, NULL,
ai_move, -13, NULL,
ai_move, -13, NULL,
ai_move, 0, NULL
};
mmove_t actor_move_death2 = {FRAME_death201, FRAME_death213, actor_frames_death2, actor_dead};
void actor_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// check for gib
if (self->health <= -80)
{
// gi.sound (self, CHAN_VOICE, actor.sound_gib, 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;
// regular death
// gi.sound (self, CHAN_VOICE, actor.sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->s.skinnum |= 1;
n = rand() % 2;
if (n == 0)
self->monsterinfo.currentmove = &actor_move_death1;
else
self->monsterinfo.currentmove = &actor_move_death2;
}
void actor_fire (edict_t *self)
{
actorMachineGun (self);
if (level.time >= self->monsterinfo.pausetime)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
mframe_t actor_frames_attack [] =
{
ai_charge, -2, actor_fire,
ai_charge, -2, NULL,
ai_charge, 3, NULL,
ai_charge, 2, NULL
};
mmove_t actor_move_attack = {FRAME_attak01, FRAME_attak04, actor_frames_attack, actor_run};
void actor_attack(edict_t *self)
{
int n;
self->monsterinfo.currentmove = &actor_move_attack;
n = (rand() & 15) + 3 + 7;
self->monsterinfo.pausetime = level.time + n * FRAMETIME;
}
void actor_use (edict_t *self, edict_t *other, edict_t *activator)
{
vec3_t v;
self->goalentity = self->movetarget = G_PickTarget(self->target);
if ((!self->movetarget) || (strcmp(self->movetarget->classname, "target_actor") != 0))
{
gi.dprintf ("%s has bad target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
self->target = NULL;
self->monsterinfo.pausetime = 100000000;
self->monsterinfo.stand (self);
return;
}
VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
self->monsterinfo.walk (self);
self->target = NULL;
}
/*QUAKED misc_actor (1 .5 0) (-16 -16 -24) (16 16 32)
*/
void SP_misc_actor (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
if (!self->targetname)
{
gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
if (!self->target)
{
gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
G_FreeEdict (self);
return;
}
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("players/male/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
if (!self->health)
self->health = 100;
self->mass = 200;
self->pain = actor_pain;
self->die = actor_die;
self->monsterinfo.stand = actor_stand;
self->monsterinfo.walk = actor_walk;
self->monsterinfo.run = actor_run;
self->monsterinfo.attack = actor_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = NULL;
self->monsterinfo.aiflags |= AI_GOOD_GUY;
gi.linkentity (self);
self->monsterinfo.currentmove = &actor_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
// actors always start in a dormant state, they *must* be used to get going
self->use = actor_use;
}
/*QUAKED target_actor (.5 .3 0) (-8 -8 -8) (8 8 8) JUMP SHOOT ATTACK x HOLD BRUTAL
JUMP jump in set direction upon reaching this target
SHOOT take a single shot at the pathtarget
ATTACK attack pathtarget until it or actor is dead
"target" next target_actor
"pathtarget" target of any action to be taken at this point
"wait" amount of time actor should pause at this point
"message" actor will "say" this to the player
for JUMP only:
"speed" speed thrown forward (default 200)
"height" speed thrown upwards (default 200)
*/
void target_actor_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t v;
if (other->movetarget != self)
return;
if (other->enemy)
return;
other->goalentity = other->movetarget = NULL;
if (self->message)
{
int n;
edict_t *ent;
for (n = 1; n <= game.maxclients; n++)
{
ent = &g_edicts[n];
if (!ent->inuse)
continue;
gi.cprintf (ent, PRINT_CHAT, "%s: %s\n", actor_names[(other - g_edicts)%MAX_ACTOR_NAMES], self->message);
}
}
if (self->spawnflags & 1) //jump
{
other->velocity[0] = self->movedir[0] * self->speed;
other->velocity[1] = self->movedir[1] * self->speed;
if (other->groundentity)
{
other->groundentity = NULL;
other->velocity[2] = self->movedir[2];
gi.sound(other, CHAN_VOICE, gi.soundindex("player/male/jump1.wav"), 1, ATTN_NORM, 0);
}
}
if (self->spawnflags & 2) //shoot
{
}
else if (self->spawnflags & 4) //attack
{
other->enemy = G_PickTarget(self->pathtarget);
if (other->enemy)
{
other->goalentity = other->enemy;
if (self->spawnflags & 32)
other->monsterinfo.aiflags |= AI_BRUTAL;
if (self->spawnflags & 16)
{
other->monsterinfo.aiflags |= AI_STAND_GROUND;
actor_stand (other);
}
else
{
actor_run (other);
}
}
}
if (!(self->spawnflags & 6) && (self->pathtarget))
{
char *savetarget;
savetarget = self->target;
self->target = self->pathtarget;
G_UseTargets (self, other);
self->target = savetarget;
}
other->movetarget = G_PickTarget(self->target);
if (!other->goalentity)
other->goalentity = other->movetarget;
if (!other->movetarget && !other->enemy)
{
other->monsterinfo.pausetime = level.time + 100000000;
other->monsterinfo.stand (other);
}
else if (other->movetarget == other->goalentity)
{
VectorSubtract (other->movetarget->s.origin, other->s.origin, v);
other->ideal_yaw = vectoyaw (v);
}
}
void SP_target_actor (edict_t *self)
{
if (!self->targetname)
gi.dprintf ("%s with no targetname at %s\n", self->classname, vtos(self->s.origin));
self->solid = SOLID_TRIGGER;
self->touch = target_actor_touch;
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
self->svflags = SVF_NOCLIENT;
if (self->spawnflags & 1)
{
if (!self->speed)
self->speed = 200;
if (!st.height)
st.height = 200;
if (self->s.angles[YAW] == 0)
self->s.angles[YAW] = 360;
G_SetMovedir (self->s.angles, self->movedir);
self->movedir[2] = st.height;
}
gi.linkentity (self);
}