quake2-rerelease-dll/rerelease/m_mutant.cpp
2023-10-03 14:43:06 -04:00

742 lines
17 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
/*
==============================================================================
mutant
==============================================================================
*/
#include "g_local.h"
#include "m_mutant.h"
constexpr spawnflags_t SPAWNFLAG_MUTANT_NOJUMPING = 8_spawnflag;
static cached_soundindex sound_swing;
static cached_soundindex sound_hit;
static cached_soundindex sound_hit2;
static cached_soundindex sound_death;
static cached_soundindex sound_idle;
static cached_soundindex sound_pain1;
static cached_soundindex sound_pain2;
static cached_soundindex sound_sight;
static cached_soundindex sound_search;
static cached_soundindex sound_step1;
static cached_soundindex sound_step2;
static cached_soundindex sound_step3;
static cached_soundindex sound_thud;
//
// SOUNDS
//
void mutant_step(edict_t *self)
{
int n = irandom(3);
if (n == 0)
gi.sound(self, CHAN_BODY, sound_step1, 1, ATTN_NORM, 0);
else if (n == 1)
gi.sound(self, CHAN_BODY, sound_step2, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_BODY, sound_step3, 1, ATTN_NORM, 0);
}
MONSTERINFO_SIGHT(mutant_sight) (edict_t *self, edict_t *other) -> void
{
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
MONSTERINFO_SEARCH(mutant_search) (edict_t *self) -> void
{
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void mutant_swing(edict_t *self)
{
gi.sound(self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0);
}
//
// STAND
//
mframe_t mutant_frames_stand[] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 10
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 20
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 30
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 40
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // 50
{ ai_stand }
};
MMOVE_T(mutant_move_stand) = { FRAME_stand101, FRAME_stand151, mutant_frames_stand, nullptr };
MONSTERINFO_STAND(mutant_stand) (edict_t *self) -> void
{
M_SetAnimation(self, &mutant_move_stand);
}
//
// IDLE
//
void mutant_idle_loop(edict_t *self)
{
if (frandom() < 0.75f)
self->monsterinfo.nextframe = FRAME_stand155;
}
mframe_t mutant_frames_idle[] = {
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }, // scratch loop start
{ ai_stand },
{ ai_stand },
{ ai_stand, 0, mutant_idle_loop }, // scratch loop end
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand },
{ ai_stand }
};
MMOVE_T(mutant_move_idle) = { FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand };
MONSTERINFO_IDLE(mutant_idle) (edict_t *self) -> void
{
M_SetAnimation(self, &mutant_move_idle);
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
//
// WALK
//
mframe_t mutant_frames_walk[] = {
{ ai_walk, 3 },
{ ai_walk, 1 },
{ ai_walk, 5 },
{ ai_walk, 10 },
{ ai_walk, 13 },
{ ai_walk, 10 },
{ ai_walk },
{ ai_walk, 5 },
{ ai_walk, 6 },
{ ai_walk, 16 },
{ ai_walk, 15 },
{ ai_walk, 6 }
};
MMOVE_T(mutant_move_walk) = { FRAME_walk05, FRAME_walk16, mutant_frames_walk, nullptr };
void mutant_walk_loop(edict_t *self)
{
M_SetAnimation(self, &mutant_move_walk);
}
mframe_t mutant_frames_start_walk[] = {
{ ai_walk, 5 },
{ ai_walk, 5 },
{ ai_walk, -2 },
{ ai_walk, 1 }
};
MMOVE_T(mutant_move_start_walk) = { FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop };
MONSTERINFO_WALK(mutant_walk) (edict_t *self) -> void
{
M_SetAnimation(self, &mutant_move_start_walk);
}
//
// RUN
//
mframe_t mutant_frames_run[] = {
{ ai_run, 40 },
{ ai_run, 40, mutant_step },
{ ai_run, 24 },
{ ai_run, 5, mutant_step },
{ ai_run, 17 },
{ ai_run, 10 }
};
MMOVE_T(mutant_move_run) = { FRAME_run03, FRAME_run08, mutant_frames_run, nullptr };
MONSTERINFO_RUN(mutant_run) (edict_t *self) -> void
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
M_SetAnimation(self, &mutant_move_stand);
else
M_SetAnimation(self, &mutant_move_run);
}
//
// MELEE
//
void mutant_hit_left(edict_t *self)
{
vec3_t aim = { MELEE_DISTANCE, self->mins[0], 8 };
if (fire_hit(self, aim, irandom(5, 15), 100))
gi.sound(self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
else
{
gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
self->monsterinfo.melee_debounce_time = level.time + 1.5_sec;
}
}
void mutant_hit_right(edict_t *self)
{
vec3_t aim = { MELEE_DISTANCE, self->maxs[0], 8 };
if (fire_hit(self, aim, irandom(5, 15), 100))
gi.sound(self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
else
{
gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
self->monsterinfo.melee_debounce_time = level.time + 1.5_sec;
}
}
void mutant_check_refire(edict_t *self)
{
if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
return;
if ((self->monsterinfo.melee_debounce_time <= level.time) && ((frandom() < 0.5f) || (range_to(self, self->enemy) <= RANGE_MELEE)))
self->monsterinfo.nextframe = FRAME_attack09;
}
mframe_t mutant_frames_attack[] = {
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, mutant_hit_left },
{ ai_charge },
{ ai_charge },
{ ai_charge, 0, mutant_hit_right },
{ ai_charge, 0, mutant_check_refire }
};
MMOVE_T(mutant_move_attack) = { FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run };
MONSTERINFO_MELEE(mutant_melee) (edict_t *self) -> void
{
M_SetAnimation(self, &mutant_move_attack);
}
//
// ATTACK
//
TOUCH(mutant_jump_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
if (self->health <= 0)
{
self->touch = nullptr;
return;
}
if (self->style == 1 && other->takedamage)
{
// [Paril-KEX] only if we're actually moving fast enough to hurt
if (self->velocity.length() > 30)
{
vec3_t point;
vec3_t normal;
int damage;
normal = self->velocity;
normal.normalize();
point = self->s.origin + (normal * self->maxs[0]);
damage = (int) frandom(40, 50);
T_Damage(other, self, self, self->velocity, point, normal, damage, damage, DAMAGE_NONE, MOD_UNKNOWN);
self->style = 0;
}
}
if (!M_CheckBottom(self))
{
if (self->groundentity)
{
self->monsterinfo.nextframe = FRAME_attack02;
self->touch = nullptr;
}
return;
}
self->touch = nullptr;
}
void mutant_jump_takeoff(edict_t *self)
{
vec3_t forward;
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
AngleVectors(self->s.angles, forward, nullptr, nullptr);
self->s.origin[2] += 1;
self->velocity = forward * 425;
self->velocity[2] = 160;
self->groundentity = nullptr;
self->monsterinfo.aiflags |= AI_DUCKED;
self->monsterinfo.attack_finished = level.time + 3_sec;
self->style = 1;
self->touch = mutant_jump_touch;
}
void mutant_check_landing(edict_t *self)
{
monster_jump_finished(self);
if (self->groundentity)
{
gi.sound(self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
self->monsterinfo.attack_finished = level.time + random_time(500_ms, 1.5_sec);
if (self->monsterinfo.unduck)
self->monsterinfo.unduck(self);
if (range_to(self, self->enemy) <= RANGE_MELEE * 2.f)
self->monsterinfo.melee(self);
return;
}
if (level.time > self->monsterinfo.attack_finished)
self->monsterinfo.nextframe = FRAME_attack02;
else
self->monsterinfo.nextframe = FRAME_attack05;
}
mframe_t mutant_frames_jump[] = {
{ ai_charge },
{ ai_charge, 17 },
{ ai_charge, 15, mutant_jump_takeoff },
{ ai_charge, 15 },
{ ai_charge, 15, mutant_check_landing },
{ ai_charge },
{ ai_charge, 3 },
{ ai_charge }
};
MMOVE_T(mutant_move_jump) = { FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run };
MONSTERINFO_ATTACK(mutant_jump) (edict_t *self) -> void
{
M_SetAnimation(self, &mutant_move_jump);
}
//
// CHECKATTACK
//
bool mutant_check_melee(edict_t *self)
{
return range_to(self, self->enemy) <= RANGE_MELEE && self->monsterinfo.melee_debounce_time <= level.time;
}
bool mutant_check_jump(edict_t *self)
{
vec3_t v;
float distance;
// Paril: no harm in letting them jump down if you're below them
// if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
// return false;
// don't jump if there's no way we can reach standing height
if (self->absmin[2] + 125 < self->enemy->absmin[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 = v.length();
// if we're not trying to avoid a melee, then don't jump
if (distance < 100 && self->monsterinfo.melee_debounce_time <= level.time)
return false;
// only use it to close distance gaps
if (distance > 265)
return false;
return self->monsterinfo.attack_finished < level.time && brandom();
}
MONSTERINFO_CHECKATTACK(mutant_checkattack) (edict_t *self) -> bool
{
if (!self->enemy || self->enemy->health <= 0)
return false;
if (mutant_check_melee(self))
{
self->monsterinfo.attack_state = AS_MELEE;
return true;
}
if (!self->spawnflags.has(SPAWNFLAG_MUTANT_NOJUMPING) && mutant_check_jump(self))
{
self->monsterinfo.attack_state = AS_MISSILE;
return true;
}
return false;
}
//
// PAIN
//
mframe_t mutant_frames_pain1[] = {
{ ai_move, 4 },
{ ai_move, -3 },
{ ai_move, -8 },
{ ai_move, 2 },
{ ai_move, 5 }
};
MMOVE_T(mutant_move_pain1) = { FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run };
mframe_t mutant_frames_pain2[] = {
{ ai_move, -24 },
{ ai_move, 11 },
{ ai_move, 5 },
{ ai_move, -2 },
{ ai_move, 6 },
{ ai_move, 4 }
};
MMOVE_T(mutant_move_pain2) = { FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run };
mframe_t mutant_frames_pain3[] = {
{ ai_move, -22 },
{ ai_move, 3 },
{ ai_move, 3 },
{ ai_move, 2 },
{ ai_move, 1 },
{ ai_move, 1 },
{ ai_move, 6 },
{ ai_move, 3 },
{ ai_move, 2 },
{ ai_move },
{ ai_move, 1 }
};
MMOVE_T(mutant_move_pain3) = { FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run };
PAIN(mutant_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void
{
float r;
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3_sec;
r = frandom();
if (r < 0.33f)
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else if (r < 0.66f)
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
else
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
if (!M_ShouldReactToPain(self, mod))
return; // no pain anims in nightmare
if (r < 0.33f)
M_SetAnimation(self, &mutant_move_pain1);
else if (r < 0.66f)
M_SetAnimation(self, &mutant_move_pain2);
else
M_SetAnimation(self, &mutant_move_pain3);
}
MONSTERINFO_SETSKIN(mutant_setskin) (edict_t *self) -> void
{
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
else
self->s.skinnum = 0;
}
//
// DEATH
//
void mutant_shrink(edict_t *self)
{
self->maxs[2] = 0;
self->svflags |= SVF_DEADMONSTER;
gi.linkentity(self);
}
// [Paril-KEX]
static void ai_move_slide_right(edict_t *self, float dist)
{
M_walkmove(self, self->s.angles[YAW] + 90, dist);
}
static void ai_move_slide_left(edict_t *self, float dist)
{
M_walkmove(self, self->s.angles[YAW] - 90, dist);
}
mframe_t mutant_frames_death1[] = {
{ ai_move_slide_right },
{ ai_move_slide_right },
{ ai_move_slide_right },
{ ai_move_slide_right, 2 },
{ ai_move_slide_right, 5 },
{ ai_move_slide_right, 7, mutant_shrink },
{ ai_move_slide_right, 6 },
{ ai_move_slide_right, 2 },
{ ai_move_slide_right }
};
MMOVE_T(mutant_move_death1) = { FRAME_death101, FRAME_death109, mutant_frames_death1, monster_dead };
mframe_t mutant_frames_death2[] = {
{ ai_move_slide_left },
{ ai_move_slide_left },
{ ai_move_slide_left },
{ ai_move_slide_left, 1 },
{ ai_move_slide_left, 3, mutant_shrink },
{ ai_move_slide_left, 6 },
{ ai_move_slide_left, 8 },
{ ai_move_slide_left, 5 },
{ ai_move_slide_left, 2 },
{ ai_move_slide_left }
};
MMOVE_T(mutant_move_death2) = { FRAME_death201, FRAME_death210, mutant_frames_death2, monster_dead };
DIE(mutant_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void
{
if (M_CheckGib(self, mod))
{
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
self->s.skinnum /= 2;
ThrowGibs(self, damage, {
{ 2, "models/objects/gibs/bone/tris.md2" },
{ 4, "models/objects/gibs/sm_meat/tris.md2" },
{ 2, "models/monsters/mutant/gibs/hand.md2", GIB_SKINNED | GIB_UPRIGHT },
{ 2, "models/monsters/mutant/gibs/foot.md2", GIB_SKINNED },
{ "models/monsters/mutant/gibs/chest.md2", GIB_SKINNED },
{ "models/monsters/mutant/gibs/head.md2", GIB_SKINNED | GIB_HEAD }
});
self->deadflag = true;
return;
}
if (self->deadflag)
return;
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = true;
self->takedamage = true;
if (frandom() < 0.5f)
M_SetAnimation(self, &mutant_move_death1);
else
M_SetAnimation(self, &mutant_move_death2);
}
//================
// ROGUE
void mutant_jump_down(edict_t *self)
{
vec3_t forward, up;
AngleVectors(self->s.angles, forward, nullptr, up);
self->velocity += (forward * 100);
self->velocity += (up * 300);
}
void mutant_jump_up(edict_t *self)
{
vec3_t forward, up;
AngleVectors(self->s.angles, forward, nullptr, up);
self->velocity += (forward * 200);
self->velocity += (up * 450);
}
void mutant_jump_wait_land(edict_t *self)
{
if (!monster_jump_finished(self) && self->groundentity == nullptr)
self->monsterinfo.nextframe = self->s.frame;
else
self->monsterinfo.nextframe = self->s.frame + 1;
}
mframe_t mutant_frames_jump_up[] = {
{ ai_move, -8 },
{ ai_move, -8, mutant_jump_up },
{ ai_move, 0, mutant_jump_wait_land },
{ ai_move },
{ ai_move }
};
MMOVE_T(mutant_move_jump_up) = { FRAME_jump01, FRAME_jump05, mutant_frames_jump_up, mutant_run };
mframe_t mutant_frames_jump_down[] = {
{ ai_move },
{ ai_move, 0, mutant_jump_down },
{ ai_move, 0, mutant_jump_wait_land },
{ ai_move },
{ ai_move }
};
MMOVE_T(mutant_move_jump_down) = { FRAME_jump01, FRAME_jump05, mutant_frames_jump_down, mutant_run };
void mutant_jump_updown(edict_t *self, blocked_jump_result_t result)
{
if (!self->enemy)
return;
if (result == blocked_jump_result_t::JUMP_JUMP_UP)
M_SetAnimation(self, &mutant_move_jump_up);
else
M_SetAnimation(self, &mutant_move_jump_down);
}
/*
===
Blocked
===
*/
MONSTERINFO_BLOCKED(mutant_blocked) (edict_t *self, float dist) -> bool
{
if (auto result = blocked_checkjump(self, dist); result != blocked_jump_result_t::NO_JUMP)
{
if (result != blocked_jump_result_t::JUMP_TURN)
mutant_jump_updown(self, result);
return true;
}
if (blocked_checkplat(self, dist))
return true;
return false;
}
// ROGUE
//================
//
// SPAWN
//
/*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight NoJumping
model="models/monsters/mutant/tris.md2"
*/
void SP_monster_mutant(edict_t *self)
{
if ( !M_AllowSpawn( self ) ) {
G_FreeEdict( self );
return;
}
sound_swing.assign("mutant/mutatck1.wav");
sound_hit.assign("mutant/mutatck2.wav");
sound_hit2.assign("mutant/mutatck3.wav");
sound_death.assign("mutant/mutdeth1.wav");
sound_idle.assign("mutant/mutidle1.wav");
sound_pain1.assign("mutant/mutpain1.wav");
sound_pain2.assign("mutant/mutpain2.wav");
sound_sight.assign("mutant/mutsght1.wav");
sound_search.assign("mutant/mutsrch1.wav");
sound_step1.assign("mutant/step1.wav");
sound_step2.assign("mutant/step2.wav");
sound_step3.assign("mutant/step3.wav");
sound_thud.assign("mutant/thud1.wav");
self->monsterinfo.aiflags |= AI_STINKY;
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/mutant/tris.md2");
gi.modelindex("models/monsters/mutant/gibs/head.md2");
gi.modelindex("models/monsters/mutant/gibs/chest.md2");
gi.modelindex("models/monsters/mutant/gibs/hand.md2");
gi.modelindex("models/monsters/mutant/gibs/foot.md2");
self->mins = { -18, -18, -24 };
self->maxs = { 18, 18, 30 };
self->health = 300 * st.health_multiplier;
self->gib_health = -120;
self->mass = 300;
self->pain = mutant_pain;
self->die = mutant_die;
self->monsterinfo.stand = mutant_stand;
self->monsterinfo.walk = mutant_walk;
self->monsterinfo.run = mutant_run;
self->monsterinfo.dodge = nullptr;
self->monsterinfo.attack = mutant_jump;
self->monsterinfo.melee = mutant_melee;
self->monsterinfo.sight = mutant_sight;
self->monsterinfo.search = mutant_search;
self->monsterinfo.idle = mutant_idle;
self->monsterinfo.checkattack = mutant_checkattack;
self->monsterinfo.blocked = mutant_blocked; // PGM
self->monsterinfo.setskin = mutant_setskin;
gi.linkentity(self);
M_SetAnimation(self, &mutant_move_stand);
self->monsterinfo.combat_style = COMBAT_MELEE;
self->monsterinfo.scale = MODEL_SCALE;
self->monsterinfo.can_jump = !(self->spawnflags & SPAWNFLAG_MUTANT_NOJUMPING);
self->monsterinfo.drop_height = 256;
self->monsterinfo.jump_height = 68;
walkmonster_start(self);
}