mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-12 13:42:21 +00:00
f4fa61bf44
by. Bwahaha.
609 lines
14 KiB
C
609 lines
14 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// g_actor.c
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#include "g_local.h"
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#include "m_actor.h"
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#define MAX_ACTOR_NAMES 8
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char *actor_names[MAX_ACTOR_NAMES] =
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{
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"Hellrot",
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"Tokay",
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"Killme",
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"Disruptor",
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"Adrianator",
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"Rambear",
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"Titus",
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"Bitterman"
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};
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mframe_t actor_frames_stand [] =
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{
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t actor_move_stand = {FRAME_stand101, FRAME_stand140, actor_frames_stand, NULL};
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void actor_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &actor_move_stand;
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// randomize on startup
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if (level.time < 1.0)
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self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
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}
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mframe_t actor_frames_walk [] =
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{
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{ai_walk, 0, NULL},
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{ai_walk, 6, NULL},
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{ai_walk, 10, NULL},
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{ai_walk, 3, NULL},
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{ai_walk, 2, NULL},
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{ai_walk, 7, NULL},
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{ai_walk, 10, NULL},
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{ai_walk, 1, NULL},
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{ai_walk, 4, NULL},
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{ai_walk, 0, NULL},
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{ai_walk, 0, NULL}
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};
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mmove_t actor_move_walk = {FRAME_walk01, FRAME_walk08, actor_frames_walk, NULL};
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void actor_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &actor_move_walk;
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}
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mframe_t actor_frames_run [] =
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{
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{ai_run, 4, NULL},
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{ai_run, 15, NULL},
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{ai_run, 15, NULL},
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{ai_run, 8, NULL},
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{ai_run, 20, NULL},
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{ai_run, 15, NULL},
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{ai_run, 8, NULL},
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{ai_run, 17, NULL},
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{ai_run, 12, NULL},
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{ai_run, -2, NULL},
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{ai_run, -2, NULL},
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{ai_run, -1, NULL}
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};
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mmove_t actor_move_run = {FRAME_run02, FRAME_run07, actor_frames_run, NULL};
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void actor_run (edict_t *self)
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{
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if ((level.time < self->pain_debounce_time) && (!self->enemy))
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{
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if (self->movetarget)
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actor_walk(self);
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else
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actor_stand(self);
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return;
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}
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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actor_stand(self);
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return;
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}
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self->monsterinfo.currentmove = &actor_move_run;
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}
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mframe_t actor_frames_pain1 [] =
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{
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{ai_move, -5, NULL},
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{ai_move, 4, NULL},
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{ai_move, 1, NULL}
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};
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mmove_t actor_move_pain1 = {FRAME_pain101, FRAME_pain103, actor_frames_pain1, actor_run};
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mframe_t actor_frames_pain2 [] =
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{
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{ai_move, -4, NULL},
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{ai_move, 4, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t actor_move_pain2 = {FRAME_pain201, FRAME_pain203, actor_frames_pain2, actor_run};
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mframe_t actor_frames_pain3 [] =
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{
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{ai_move, -1, NULL},
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{ai_move, 1, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t actor_move_pain3 = {FRAME_pain301, FRAME_pain303, actor_frames_pain3, actor_run};
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mframe_t actor_frames_flipoff [] =
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{
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL}
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};
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mmove_t actor_move_flipoff = {FRAME_flip01, FRAME_flip14, actor_frames_flipoff, actor_run};
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mframe_t actor_frames_taunt [] =
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{
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL},
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{ai_turn, 0, NULL}
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};
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mmove_t actor_move_taunt = {FRAME_taunt01, FRAME_taunt17, actor_frames_taunt, actor_run};
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char *messages[] =
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{
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"Watch it",
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"#$@*&",
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"Idiot",
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"Check your targets"
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};
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void actor_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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int n;
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if (self->health < (self->max_health / 2))
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self->s.skinnum = 1;
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 3;
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// gi.sound (self, CHAN_VOICE, actor.sound_pain, 1, ATTN_NORM, 0);
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if ((other->client) && (random() < 0.4))
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{
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vec3_t v;
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char *name;
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VectorSubtract (other->s.origin, self->s.origin, v);
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self->ideal_yaw = vectoyaw (v);
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if (random() < 0.5)
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self->monsterinfo.currentmove = &actor_move_flipoff;
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else
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self->monsterinfo.currentmove = &actor_move_taunt;
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name = actor_names[(self - g_edicts)%MAX_ACTOR_NAMES];
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gi.cprintf (other, PRINT_CHAT, "%s: %s!\n", name, messages[rand()%3]);
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return;
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}
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n = rand() % 3;
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if (n == 0)
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self->monsterinfo.currentmove = &actor_move_pain1;
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else if (n == 1)
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self->monsterinfo.currentmove = &actor_move_pain2;
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else
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self->monsterinfo.currentmove = &actor_move_pain3;
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}
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void actorMachineGun (edict_t *self)
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{
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vec3_t start, target;
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vec3_t forward, right;
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_ACTOR_MACHINEGUN_1], forward, right, start);
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if (self->enemy)
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{
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if (self->enemy->health > 0)
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{
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VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
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target[2] += self->enemy->viewheight;
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}
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else
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{
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VectorCopy (self->enemy->absmin, target);
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target[2] += (self->enemy->size[2] / 2);
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}
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VectorSubtract (target, start, forward);
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VectorNormalize (forward);
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}
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else
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{
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AngleVectors (self->s.angles, forward, NULL, NULL);
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}
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monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_ACTOR_MACHINEGUN_1);
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}
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void actor_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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self->nextthink = 0;
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gi.linkentity (self);
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}
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mframe_t actor_frames_death1 [] =
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{
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, -13, NULL},
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{ai_move, 14, NULL},
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{ai_move, 3, NULL},
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{ai_move, -2, NULL},
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{ai_move, 1, NULL}
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};
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mmove_t actor_move_death1 = {FRAME_death101, FRAME_death107, actor_frames_death1, actor_dead};
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mframe_t actor_frames_death2 [] =
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{
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{ai_move, 0, NULL},
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{ai_move, 7, NULL},
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{ai_move, -6, NULL},
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{ai_move, -5, NULL},
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{ai_move, 1, NULL},
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{ai_move, 0, NULL},
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{ai_move, -1, NULL},
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{ai_move, -2, NULL},
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{ai_move, -1, NULL},
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{ai_move, -9, NULL},
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{ai_move, -13, NULL},
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{ai_move, -13, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t actor_move_death2 = {FRAME_death201, FRAME_death213, actor_frames_death2, actor_dead};
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void actor_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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// check for gib
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if (self->health <= -80)
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{
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// gi.sound (self, CHAN_VOICE, actor.sound_gib, 1, ATTN_NORM, 0);
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for (n= 0; n < 2; n++)
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
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for (n= 0; n < 4; n++)
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
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ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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// regular death
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// gi.sound (self, CHAN_VOICE, actor.sound_die, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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n = rand() % 2;
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if (n == 0)
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self->monsterinfo.currentmove = &actor_move_death1;
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else
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self->monsterinfo.currentmove = &actor_move_death2;
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}
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void actor_fire (edict_t *self)
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{
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actorMachineGun (self);
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if (level.time >= self->monsterinfo.pausetime)
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self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
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else
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self->monsterinfo.aiflags |= AI_HOLD_FRAME;
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}
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mframe_t actor_frames_attack [] =
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{
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{ai_charge, -2, actor_fire},
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{ai_charge, -2, NULL},
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{ai_charge, 3, NULL},
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{ai_charge, 2, NULL}
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};
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mmove_t actor_move_attack = {FRAME_attak01, FRAME_attak04, actor_frames_attack, actor_run};
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void actor_attack(edict_t *self)
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{
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int n;
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self->monsterinfo.currentmove = &actor_move_attack;
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n = (rand() & 15) + 3 + 7;
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self->monsterinfo.pausetime = level.time + n * FRAMETIME;
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}
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void actor_use (edict_t *self, edict_t *other, edict_t *activator)
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{
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vec3_t v;
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self->goalentity = self->movetarget = G_PickTarget(self->target);
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if ((!self->movetarget) || (strcmp(self->movetarget->classname, "target_actor") != 0))
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{
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gi.dprintf ("%s has bad target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
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self->target = NULL;
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self->monsterinfo.pausetime = 100000000;
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self->monsterinfo.stand (self);
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return;
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}
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VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
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self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
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self->monsterinfo.walk (self);
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self->target = NULL;
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}
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/*QUAKED misc_actor (1 .5 0) (-16 -16 -24) (16 16 32)
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*/
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void SP_misc_actor (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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if (!self->targetname)
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{
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gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
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G_FreeEdict (self);
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return;
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}
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if (!self->target)
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{
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gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
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G_FreeEdict (self);
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return;
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}
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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self->s.modelindex = gi.modelindex("players/male/tris.md2");
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, 32);
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if (!self->health)
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self->health = 100;
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self->mass = 200;
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self->pain = actor_pain;
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self->die = actor_die;
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self->monsterinfo.stand = actor_stand;
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self->monsterinfo.walk = actor_walk;
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self->monsterinfo.run = actor_run;
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self->monsterinfo.attack = actor_attack;
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self->monsterinfo.melee = NULL;
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self->monsterinfo.sight = NULL;
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self->monsterinfo.aiflags |= AI_GOOD_GUY;
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gi.linkentity (self);
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self->monsterinfo.currentmove = &actor_move_stand;
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self->monsterinfo.scale = MODEL_SCALE;
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walkmonster_start (self);
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// actors always start in a dormant state, they *must* be used to get going
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self->use = actor_use;
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}
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/*QUAKED target_actor (.5 .3 0) (-8 -8 -8) (8 8 8) JUMP SHOOT ATTACK x HOLD BRUTAL
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JUMP jump in set direction upon reaching this target
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SHOOT take a single shot at the pathtarget
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ATTACK attack pathtarget until it or actor is dead
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"target" next target_actor
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"pathtarget" target of any action to be taken at this point
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"wait" amount of time actor should pause at this point
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"message" actor will "say" this to the player
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for JUMP only:
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"speed" speed thrown forward (default 200)
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"height" speed thrown upwards (default 200)
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*/
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void target_actor_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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vec3_t v;
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if (other->movetarget != self)
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return;
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if (other->enemy)
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return;
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other->goalentity = other->movetarget = NULL;
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|
|
|
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);
|
|
}
|