quake2-zaero/z_hound.c

675 lines
15 KiB
C

/*
==============================================================================
hound
==============================================================================
*/
#include "g_local.h"
#include "z_hound.h"
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_launch;
static int sound_impact;
static int sound_sight;
static int sound_bite;
static int sound_bitemiss;
static int sound_jump;
void hound_stand (edict_t *self);
void hound_run (edict_t *self);
void hound_walk (edict_t *self);
void hound_launch (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_launch, 1, ATTN_NORM, 0);
}
void hound_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0);
}
//
// STAND
//
mframe_t hound_frames_stand1 [] =
{
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL, // 10
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL
};
mmove_t hound_stand1 = {FRAME_stand1start, FRAME_stand1end, hound_frames_stand1, hound_stand};
mframe_t hound_frames_stand2 [] =
{
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL, // 10
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL,
ai_schoolStand, 0, NULL, // 20
ai_schoolStand, 0, NULL
};
mmove_t hound_stand2 = {FRAME_stand2start, FRAME_stand2end, hound_frames_stand2, hound_stand};
void hound_stand (edict_t *self)
{
if (random() < 0.8)
{
self->monsterinfo.currentmove = &hound_stand1;
}
else
{
self->monsterinfo.currentmove = &hound_stand2;
}
}
//
// RUN
//
mframe_t hound_frames_run [] =
{
ai_schoolRun, 60, NULL,
ai_schoolRun, 60, NULL,
ai_schoolRun, 40, NULL,
ai_schoolRun, 30, NULL,
ai_schoolRun, 30, NULL,
ai_schoolRun, 30, NULL,
ai_schoolRun, 40, NULL
};
mmove_t hound_move_run = {FRAME_runStart, FRAME_runEnd, hound_frames_run, NULL};
void hound_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
hound_stand(self);
else
self->monsterinfo.currentmove = &hound_move_run;
}
//
// WALK
//
mframe_t hound_frames_walk [] =
{
ai_schoolWalk, 7, NULL,
ai_schoolWalk, 7, NULL,
ai_schoolWalk, 7, NULL,
ai_schoolWalk, 7, NULL,
ai_schoolWalk, 7, NULL,
ai_schoolWalk, 7, NULL,
ai_schoolWalk, 7, NULL,
ai_schoolWalk, 7, NULL
};
mmove_t hound_move_walk = {FRAME_walkStart, FRAME_walkEnd, hound_frames_walk, hound_walk};
void hound_walk (edict_t *self)
{
self->monsterinfo.currentmove = &hound_move_walk;
}
//
// PAIN
//
mframe_t hound_frames_pain1 [] =
{
ai_move, 6, NULL,
ai_move, 16, NULL,
ai_move, -6, NULL,
ai_move, -7, NULL,
};
mmove_t hound_move_pain1 = {FRAME_pain1Start, FRAME_pain1End, hound_frames_pain1, hound_run};
mframe_t hound_frames_pain2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 6, NULL,
ai_move, 16, NULL,
ai_move, -6, NULL,
ai_move, -7, NULL,
ai_move, 0, NULL,
};
mmove_t hound_move_pain2 = {FRAME_pain2Start, FRAME_pain2End, hound_frames_pain2, hound_run};
void hound_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
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
if (random() < 0.5)
self->monsterinfo.currentmove = &hound_move_pain1;
else
self->monsterinfo.currentmove = &hound_move_pain2;
}
//
// MELEE
//
void hound_bite (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
if (fire_hit (self, aim, (30 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_bite, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_WEAPON, sound_bitemiss, 1, ATTN_NORM, 0);
}
void hound_bite2 (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
fire_hit (self, aim, (30 + (rand() %5)), 100);
}
mframe_t hound_frames_attack1 [] =
{
ai_schoolCharge, 0, hound_launch,
ai_schoolCharge, 0, NULL,
ai_schoolCharge, 0, hound_bite,
ai_schoolCharge, 0, hound_bite2
};
mmove_t hound_move_attack1 = {FRAME_attack1Start, FRAME_attack1End, hound_frames_attack1, hound_run};
mframe_t hound_frames_attack2 [] =
{
ai_schoolCharge, 0, hound_launch,
ai_schoolCharge, 0, NULL,
ai_schoolCharge, 0, NULL,
ai_schoolCharge, 0, NULL,
ai_schoolCharge, 0, NULL,
ai_schoolCharge, 0, NULL,
ai_schoolCharge, 0, NULL,
ai_schoolCharge, 0, NULL,
ai_schoolCharge, 0, hound_bite,
ai_schoolCharge, 0, hound_bite2,
ai_schoolCharge, 0, hound_bite2,
ai_schoolCharge, 0, hound_bite2,
ai_schoolCharge, 0, NULL,
};
mmove_t hound_move_attack2 = {FRAME_attack2Start, FRAME_attack2End, hound_frames_attack2, hound_run};
void hound_attack (edict_t *self)
{
if (random() < 0.6)
{
self->monsterinfo.currentmove = &hound_move_attack1;
}
else
{
self->monsterinfo.currentmove = &hound_move_attack2;
}
}
//
// ATTACK
//
void hound_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (self->health <= 0)
{
self->touch = NULL;
return;
}
if (other->takedamage && strcmp(self->classname, other->classname) != 0)
{
if (VectorLength(self->velocity) > 400)
{
vec3_t point;
vec3_t normal;
int damage;
VectorCopy (self->velocity, normal);
VectorNormalize(normal);
VectorMA (self->s.origin, self->maxs[0], normal, point);
damage = 40 + 10 * random();
T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
}
}
if (!M_CheckBottom (self))
{
if (self->groundentity)
{
self->monsterinfo.nextframe = FRAME_leapLoop;
self->touch = NULL;
}
return;
}
self->touch = NULL;
}
void hound_jump_takeoff (edict_t *self)
{
vec3_t forward;
gi.sound (self, CHAN_VOICE, sound_jump, 1, ATTN_NORM, 0);
AngleVectors (self->s.angles, forward, NULL, NULL);
self->s.origin[2] += 1;
VectorScale (forward, 400, self->velocity);
self->velocity[2] = 200;
self->groundentity = NULL;
self->monsterinfo.aiflags |= AI_JUMPING;
self->monsterinfo.attack_finished = level.time + 3;
self->touch = hound_jump_touch;
}
void hound_check_landing (edict_t *self)
{
if (self->groundentity)
{
gi.sound (self, CHAN_WEAPON, sound_impact, 1, ATTN_NORM, 0);
self->monsterinfo.attack_finished = 0;
self->monsterinfo.aiflags &= ~AI_JUMPING;
return;
}
if (level.time > self->monsterinfo.attack_finished)
self->monsterinfo.nextframe = FRAME_leapLoop;
else
self->monsterinfo.nextframe = FRAME_leapEndStart;
}
void hound_check_landing2 (edict_t *self)
{
self->owner = NULL;
if (self->groundentity)
{
gi.sound (self, CHAN_WEAPON, sound_impact, 1, ATTN_NORM, 0);
self->monsterinfo.attack_finished = 0;
self->monsterinfo.aiflags &= ~AI_JUMPING;
return;
}
if (level.time > self->monsterinfo.attack_finished)
self->monsterinfo.nextframe = FRAME_hattack1Loop;
else
self->monsterinfo.nextframe = FRAME_hattack1LoopEnd;
}
mframe_t hound_frames_handlerjump [] =
{
ai_charge, 0, NULL,
ai_charge, 20, hound_jump_takeoff,
ai_move, 40, NULL,
ai_move, 30, hound_check_landing2,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
};
mmove_t hound_move_handlerjump = {FRAME_hattack1Sep, FRAME_hattack1End, hound_frames_handlerjump, hound_run};
mframe_t hound_frames_jump [] =
{
ai_charge, 20, NULL,
ai_charge, 20, hound_jump_takeoff,
ai_move, 40, NULL,
ai_move, 30, hound_check_landing,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t hound_move_jump = {FRAME_leapStart, FRAME_leapEnd, hound_frames_jump, hound_run};
void hound_jump (edict_t *self)
{
self->monsterinfo.currentmove = &hound_move_jump;
}
/*
===
attack check routines
===
*/
qboolean hound_check_melee (edict_t *self)
{
if (range (self, self->enemy) == RANGE_MELEE)
return true;
return false;
}
qboolean hound_check_jump (edict_t *self)
{
vec3_t v;
float distance;
if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
return false;
if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
return false;
v[0] = self->s.origin[0] - self->enemy->s.origin[0];
v[1] = self->s.origin[1] - self->enemy->s.origin[1];
v[2] = 0;
distance = VectorLength(v);
if (distance < 100)
return false;
if (distance > 100)
{
if (random() < 0.9)
return false;
}
return true;
}
qboolean hound_checkattack (edict_t *self)
{
if (!self->enemy || self->enemy->health <= 0)
return false;
if (hound_check_melee(self))
{
self->monsterinfo.attack_state = AS_MELEE;
return true;
}
if (hound_check_jump(self))
{
self->monsterinfo.attack_state = AS_MISSILE;
// FIXME play a jump sound here
return true;
}
return false;
}
/*
===
Death Stuff Starts
===
*/
void hound_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 hound_frames_death [] =
{
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 hound_move_death = {FRAME_die1Start, FRAME_die1End, hound_frames_death, hound_dead};
void hound_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
// check for gib
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;
// regular death
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &hound_move_death;
}
/*
===
End Death Stuff
===
*/
void SP_monster_hound_precache(void)
{
sound_pain1 = gi.soundindex ("monsters/hound/hpain1.wav");
sound_pain2 = gi.soundindex ("monsters/hound/hpain2.wav");
sound_die = gi.soundindex ("monsters/hound/hdeth1.wav");
sound_launch = gi.soundindex("monsters/hound/hlaunch.wav");
sound_impact = gi.soundindex("monsters/hound/himpact.wav");
sound_sight = gi.soundindex("monsters/hound/hsight1.wav");
sound_jump = gi.soundindex("monsters/hound/hjump.wav");
sound_bite = gi.soundindex("monsters/hound/hbite1.wav");
sound_bitemiss = gi.soundindex("monsters/hound/hbite2.wav");
}
/*QUAKED monster_hound (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_hound (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
SP_monster_hound_precache();
self->s.modelindex = gi.modelindex ("models/monsters/guard/hound/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 24);
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->yaw_speed = 30;
self->health = 175;
self->gib_health = -50;
self->mass = 250;
self->pain = hound_pain;
self->die = hound_die;
if (self->spawnflags & 0x8)
{
self->monsterinfo.aiflags = AI_SCHOOLING;
}
self->monsterinfo.zSchoolSightRadius = 500;
self->monsterinfo.zSchoolMaxSpeed = 4;
self->monsterinfo.zSchoolMinSpeed = 3;
self->monsterinfo.zSpeedStandMax = 1;
self->monsterinfo.zSpeedWalkMax = 3;
self->monsterinfo.zSchoolDecayRate = 0.95;
self->monsterinfo.zSchoolMinimumDistance = 100;
self->monsterinfo.stand = hound_stand;
self->monsterinfo.walk = hound_walk;
self->monsterinfo.run = hound_run;
self->monsterinfo.attack = hound_jump;
self->monsterinfo.melee = hound_attack;
self->monsterinfo.sight = hound_sight;
self->monsterinfo.idle = hound_stand;
self->monsterinfo.checkattack = hound_checkattack;
gi.linkentity (self);
self->monsterinfo.currentmove = &hound_stand1;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}
void monster_think (edict_t *self);
qboolean monster_start (edict_t *self);
void hound_createHound(edict_t *self, float healthPercent)
{
edict_t *hound;
hound = G_Spawn();
//*hound = *self;
hound->s.modelindex = gi.modelindex ("models/monsters/guard/hound/tris.md2");
VectorSet (hound->mins, -16, -16, -24);
VectorSet (hound->maxs, 16, 16, 24);
VectorCopy(self->s.origin, hound->s.origin);
VectorCopy(self->s.old_origin, hound->s.old_origin);
VectorCopy(self->s.angles, hound->s.angles);
hound->movetype = MOVETYPE_STEP;
hound->solid = SOLID_BBOX;
hound->takedamage = DAMAGE_YES;
hound->svflags |= SVF_MONSTER;
hound->svflags &= ~SVF_DEADMONSTER;
hound->s.renderfx |= RF_FRAMELERP;
hound->clipmask = MASK_MONSTERSOLID;
hound->deadflag = DEAD_NO;
hound->owner = self;
hound->yaw_speed = 30;
hound->enemy = self->enemy;
hound->ideal_yaw = self->ideal_yaw;
hound->health = 175.0 * healthPercent;
hound->gib_health = -50;
hound->mass = 250;
hound->pain = hound_pain;
hound->die = hound_die;
hound->monsterinfo.stand = hound_stand;
hound->monsterinfo.walk = hound_walk;
hound->monsterinfo.run = hound_run;
hound->monsterinfo.attack = hound_jump;
hound->monsterinfo.melee = hound_attack;
hound->monsterinfo.sight = hound_sight;
hound->monsterinfo.idle = hound_stand;
hound->monsterinfo.checkattack = hound_checkattack;
hound->monsterinfo.currentmove = &hound_move_handlerjump;
hound->monsterinfo.scale = MODEL_SCALE;
hound->think = monster_think;
hound->nextthink = level.time + FRAMETIME;
//monster_start(hound);
gi.linkentity (hound);
// move the fucker now!!!
ai_move (hound, 20);
}