quake2-rerelease-dll/original/baseq2/m_flipper.c
2023-08-07 14:48:30 -05:00

403 lines
9.5 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
==============================================================================
FLIPPER
==============================================================================
*/
#include "g_local.h"
#include "m_flipper.h"
static int sound_chomp;
static int sound_attack;
static int sound_pain1;
static int sound_pain2;
static int sound_death;
static int sound_idle;
static int sound_search;
static int sound_sight;
void flipper_stand (edict_t *self);
mframe_t flipper_frames_stand [] =
{
ai_stand, 0, NULL
};
mmove_t flipper_move_stand = {FRAME_flphor01, FRAME_flphor01, flipper_frames_stand, NULL};
void flipper_stand (edict_t *self)
{
self->monsterinfo.currentmove = &flipper_move_stand;
}
#define FLIPPER_RUN_SPEED 24
mframe_t flipper_frames_run [] =
{
ai_run, FLIPPER_RUN_SPEED, NULL, // 6
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL, // 10
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL, // 20
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL,
ai_run, FLIPPER_RUN_SPEED, NULL // 29
};
mmove_t flipper_move_run_loop = {FRAME_flpver06, FRAME_flpver29, flipper_frames_run, NULL};
void flipper_run_loop (edict_t *self)
{
self->monsterinfo.currentmove = &flipper_move_run_loop;
}
mframe_t flipper_frames_run_start [] =
{
ai_run, 8, NULL,
ai_run, 8, NULL,
ai_run, 8, NULL,
ai_run, 8, NULL,
ai_run, 8, NULL,
ai_run, 8, NULL
};
mmove_t flipper_move_run_start = {FRAME_flpver01, FRAME_flpver06, flipper_frames_run_start, flipper_run_loop};
void flipper_run (edict_t *self)
{
self->monsterinfo.currentmove = &flipper_move_run_start;
}
/* Standard Swimming */
mframe_t flipper_frames_walk [] =
{
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL
};
mmove_t flipper_move_walk = {FRAME_flphor01, FRAME_flphor24, flipper_frames_walk, NULL};
void flipper_walk (edict_t *self)
{
self->monsterinfo.currentmove = &flipper_move_walk;
}
mframe_t flipper_frames_start_run [] =
{
ai_run, 8, NULL,
ai_run, 8, NULL,
ai_run, 8, NULL,
ai_run, 8, NULL,
ai_run, 8, flipper_run
};
mmove_t flipper_move_start_run = {FRAME_flphor01, FRAME_flphor05, flipper_frames_start_run, NULL};
void flipper_start_run (edict_t *self)
{
self->monsterinfo.currentmove = &flipper_move_start_run;
}
mframe_t flipper_frames_pain2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t flipper_move_pain2 = {FRAME_flppn101, FRAME_flppn105, flipper_frames_pain2, flipper_run};
mframe_t flipper_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t flipper_move_pain1 = {FRAME_flppn201, FRAME_flppn205, flipper_frames_pain1, flipper_run};
void flipper_bite (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, 0, 0);
fire_hit (self, aim, 5, 0);
}
void flipper_preattack (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_chomp, 1, ATTN_NORM, 0);
}
mframe_t flipper_frames_attack [] =
{
ai_charge, 0, flipper_preattack,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, flipper_bite,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, flipper_bite,
ai_charge, 0, NULL
};
mmove_t flipper_move_attack = {FRAME_flpbit01, FRAME_flpbit20, flipper_frames_attack, flipper_run};
void flipper_melee(edict_t *self)
{
self->monsterinfo.currentmove = &flipper_move_attack;
}
void flipper_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;
if (skill->value == 3)
return; // no pain anims in nightmare
n = (rand() + 1) % 2;
if (n == 0)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &flipper_move_pain1;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &flipper_move_pain2;
}
}
void flipper_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 flipper_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,
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,
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,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t flipper_move_death = {FRAME_flpdth01, FRAME_flpdth56, flipper_frames_death, flipper_dead};
void flipper_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void flipper_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 < 2; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", 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->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &flipper_move_death;
}
/*QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_flipper (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain1 = gi.soundindex ("flipper/flppain1.wav");
sound_pain2 = gi.soundindex ("flipper/flppain2.wav");
sound_death = gi.soundindex ("flipper/flpdeth1.wav");
sound_chomp = gi.soundindex ("flipper/flpatck1.wav");
sound_attack = gi.soundindex ("flipper/flpatck2.wav");
sound_idle = gi.soundindex ("flipper/flpidle1.wav");
sound_search = gi.soundindex ("flipper/flpsrch1.wav");
sound_sight = gi.soundindex ("flipper/flpsght1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/flipper/tris.md2");
VectorSet (self->mins, -16, -16, 0);
VectorSet (self->maxs, 16, 16, 32);
self->health = 50;
self->gib_health = -30;
self->mass = 100;
self->pain = flipper_pain;
self->die = flipper_die;
self->monsterinfo.stand = flipper_stand;
self->monsterinfo.walk = flipper_walk;
self->monsterinfo.run = flipper_start_run;
self->monsterinfo.melee = flipper_melee;
self->monsterinfo.sight = flipper_sight;
gi.linkentity (self);
self->monsterinfo.currentmove = &flipper_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
swimmonster_start (self);
}