mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-14 22:51:49 +00:00
bf5ad75554
rogue modpacks. * Moved game/ into game/baseq2
457 lines
12 KiB
C
457 lines
12 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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/*
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==============================================================================
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BERSERK
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_berserk.h"
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static int sound_pain;
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static int sound_die;
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static int sound_idle;
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static int sound_punch;
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static int sound_sight;
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static int sound_search;
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void berserk_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void berserk_search (edict_t *self)
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{
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gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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void berserk_fidget (edict_t *self);
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mframe_t berserk_frames_stand [] =
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{
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{ai_stand, 0, berserk_fidget},
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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 berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
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void berserk_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &berserk_move_stand;
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}
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mframe_t berserk_frames_stand_fidget [] =
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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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};
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mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
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void berserk_fidget (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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return;
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if (random() > 0.15)
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return;
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self->monsterinfo.currentmove = &berserk_move_stand_fidget;
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gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
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}
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mframe_t berserk_frames_walk [] =
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{
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{ai_walk, 9.1, NULL},
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{ai_walk, 6.3, NULL},
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{ai_walk, 4.9, NULL},
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{ai_walk, 6.7, NULL},
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{ai_walk, 6.0, NULL},
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{ai_walk, 8.2, NULL},
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{ai_walk, 7.2, NULL},
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{ai_walk, 6.1, NULL},
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{ai_walk, 4.9, NULL},
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{ai_walk, 4.7, NULL},
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{ai_walk, 4.7, NULL},
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{ai_walk, 4.8, NULL}
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};
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mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
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void berserk_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &berserk_move_walk;
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}
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/*
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*****************************
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SKIPPED THIS FOR NOW!
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*****************************
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Running -> Arm raised in air
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void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);};
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void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);};
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void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);};
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void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);};
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void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);};
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void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);};
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// running with arm in air : start loop
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void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {ai_run(21);};
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void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {ai_run(11);};
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void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {ai_run(21);};
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void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {ai_run(25);};
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void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {ai_run(18);};
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void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {ai_run(19);};
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// running with arm in air : end loop
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*/
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mframe_t berserk_frames_run1 [] =
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{
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{ai_run, 21, NULL},
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{ai_run, 11, NULL},
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{ai_run, 21, NULL},
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{ai_run, 25, NULL},
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{ai_run, 18, NULL},
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{ai_run, 19, NULL}
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};
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mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
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void berserk_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &berserk_move_stand;
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else
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self->monsterinfo.currentmove = &berserk_move_run1;
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}
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void berserk_attack_spike (edict_t *self)
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{
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static vec3_t aim = {MELEE_DISTANCE, 0, -24};
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fire_hit (self, aim, (15 + (rand() % 6)), 400); // Faster attack -- upwards and backwards
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}
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void berserk_swing (edict_t *self)
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{
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gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
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}
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mframe_t berserk_frames_attack_spike [] =
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{
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, berserk_swing},
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{ai_charge, 0, berserk_attack_spike},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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};
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mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
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void berserk_attack_club (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
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fire_hit (self, aim, (5 + (rand() % 6)), 400); // Slower attack
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}
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mframe_t berserk_frames_attack_club [] =
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{
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, berserk_swing},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, berserk_attack_club},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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};
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mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
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void berserk_strike (edict_t *self)
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{
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//FIXME play impact sound
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}
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mframe_t berserk_frames_attack_strike [] =
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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, 0, NULL},
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{ai_move, 0, berserk_swing},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, berserk_strike},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 9.7, NULL},
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{ai_move, 13.6, NULL}
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};
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mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
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void berserk_melee (edict_t *self)
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{
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if ((rand() % 2) == 0)
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self->monsterinfo.currentmove = &berserk_move_attack_spike;
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else
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self->monsterinfo.currentmove = &berserk_move_attack_club;
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}
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/*
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void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {ai_run(9);};
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void() berserk_atke2 =[ $r_attb2, berserk_atke3 ] {ai_run(6);};
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void() berserk_atke3 =[ $r_attb3, berserk_atke4 ] {ai_run(18.4);};
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void() berserk_atke4 =[ $r_attb4, berserk_atke5 ] {ai_run(25);};
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void() berserk_atke5 =[ $r_attb5, berserk_atke6 ] {ai_run(14);};
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void() berserk_atke6 =[ $r_attb6, berserk_atke7 ] {ai_run(20);};
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void() berserk_atke7 =[ $r_attb7, berserk_atke8 ] {ai_run(8.5);};
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void() berserk_atke8 =[ $r_attb8, berserk_atke9 ] {ai_run(3);};
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void() berserk_atke9 =[ $r_attb9, berserk_atke10 ] {ai_run(17.5);};
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void() berserk_atke10 =[ $r_attb10, berserk_atke11 ] {ai_run(17);};
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void() berserk_atke11 =[ $r_attb11, berserk_atke12 ] {ai_run(9);};
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void() berserk_atke12 =[ $r_attb12, berserk_atke13 ] {ai_run(25);};
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void() berserk_atke13 =[ $r_attb13, berserk_atke14 ] {ai_run(3.7);};
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void() berserk_atke14 =[ $r_attb14, berserk_atke15 ] {ai_run(2.6);};
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void() berserk_atke15 =[ $r_attb15, berserk_atke16 ] {ai_run(19);};
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void() berserk_atke16 =[ $r_attb16, berserk_atke17 ] {ai_run(25);};
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void() berserk_atke17 =[ $r_attb17, berserk_atke18 ] {ai_run(19.6);};
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void() berserk_atke18 =[ $r_attb18, berserk_run1 ] {ai_run(7.8);};
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*/
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mframe_t berserk_frames_pain1 [] =
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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, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
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mframe_t berserk_frames_pain2 [] =
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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, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
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void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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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, sound_pain, 1, ATTN_NORM, 0);
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if ((damage < 20) || (random() < 0.5))
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self->monsterinfo.currentmove = &berserk_move_pain1;
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else
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self->monsterinfo.currentmove = &berserk_move_pain2;
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}
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void berserk_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 berserk_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, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
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mframe_t berserk_frames_death2 [] =
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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, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
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void berserk_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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if (self->health <= self->gib_health)
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{
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 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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gi.sound (self, CHAN_VOICE, 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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if (damage >= 50)
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self->monsterinfo.currentmove = &berserk_move_death1;
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else
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self->monsterinfo.currentmove = &berserk_move_death2;
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}
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/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
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*/
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void SP_monster_berserk (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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// pre-caches
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sound_pain = gi.soundindex ("berserk/berpain2.wav");
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sound_die = gi.soundindex ("berserk/berdeth2.wav");
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sound_idle = gi.soundindex ("berserk/beridle1.wav");
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sound_punch = gi.soundindex ("berserk/attack.wav");
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sound_search = gi.soundindex ("berserk/bersrch1.wav");
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sound_sight = gi.soundindex ("berserk/sight.wav");
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self->s.modelindex = gi.modelindex("models/monsters/berserk/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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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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self->health = 240;
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self->gib_health = -60;
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self->mass = 250;
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self->pain = berserk_pain;
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self->die = berserk_die;
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self->monsterinfo.stand = berserk_stand;
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self->monsterinfo.walk = berserk_walk;
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self->monsterinfo.run = berserk_run;
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self->monsterinfo.dodge = NULL;
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self->monsterinfo.attack = NULL;
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self->monsterinfo.melee = berserk_melee;
|
|
self->monsterinfo.sight = berserk_sight;
|
|
self->monsterinfo.search = berserk_search;
|
|
|
|
self->monsterinfo.currentmove = &berserk_move_stand;
|
|
self->monsterinfo.scale = MODEL_SCALE;
|
|
|
|
gi.linkentity (self);
|
|
|
|
walkmonster_start (self);
|
|
}
|