1998-11-24 00:00:00 +00:00
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//==============================================================================
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//
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// m_chicken.c
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//
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// Heretic II
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// Copyright 1998 Raven Software
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//
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//
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// AI :
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//
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// STAND1 : Looking straight ahead
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//
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//==============================================================================
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#include "g_local.h"
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#include "Utilities.h"
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#include "g_DefaultMessageHandler.h"
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#include "g_monster.h"
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#include "fx.h"
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#include "random.h"
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#include "buoy.h"
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#include "vector.h"
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#include "g_Physics.h"
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#include "g_teleport.h"
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#include "g_Skeletons.h"
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1999-03-18 00:00:00 +00:00
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#include "p_anims.h"
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1998-11-24 00:00:00 +00:00
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#include "m_chicken.h"
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#include "m_chicken_anim.h"
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#include "m_stats.h"
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extern void BecomeDebris(edict_t *self);
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extern void ED_CallSpawn (edict_t *ent);
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/*----------------------------------------------------------------------
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Chicken Base Info
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-----------------------------------------------------------------------*/
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static animmove_t *animations[NUM_ANIMS] =
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{
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&chicken_move_stand1,
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&chicken_move_walk,
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&chicken_move_run,
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&chicken_move_cluck,
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&chicken_move_attack,
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&chicken_move_eat,
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&chicken_move_jump,
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};
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static int sounds[NUM_SOUNDS];
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static ClassResourceInfo_t resInfo;
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void ChickenStaticsInit()
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{
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classStatics[CID_CHICKEN].msgReceivers[MSG_STAND] = chicken_stand;
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classStatics[CID_CHICKEN].msgReceivers[MSG_WALK] = chicken_walk;
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classStatics[CID_CHICKEN].msgReceivers[MSG_RUN] = chicken_run;
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classStatics[CID_CHICKEN].msgReceivers[MSG_MELEE] = chicken_attack;
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classStatics[CID_CHICKEN].msgReceivers[MSG_DEATH] = chicken_death;
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classStatics[CID_CHICKEN].msgReceivers[MSG_WATCH] = chicken_cluck;
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classStatics[CID_CHICKEN].msgReceivers[MSG_EAT] = chicken_eat;
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classStatics[CID_CHICKEN].msgReceivers[MSG_JUMP] = chicken_jump;
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resInfo.numAnims = NUM_ANIMS;
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resInfo.animations = animations;
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resInfo.modelIndex = gi.modelindex("models/monsters/chicken2/tris.fm");
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//for the cluck animation
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sounds[SND_CLUCK1]= gi.soundindex ("monsters/chicken/cluck1.wav");
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sounds[SND_CLUCK2]= gi.soundindex ("monsters/chicken/cluck2.wav");
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//for getting hit - even though right now, it dies immediately - they want this changed
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sounds[SND_PAIN1]= gi.soundindex ("monsters/chicken/pain1.wav");
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sounds[SND_PAIN2]= gi.soundindex ("monsters/chicken/pain2.wav");
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//for dying - we only ever get gibbed, so no other sound is required
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sounds[SND_DIE]= gi.soundindex ("monsters/chicken/die.wav");
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//for biting the player
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sounds[SND_BITE1]= gi.soundindex ("monsters/chicken/bite1.wav");
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sounds[SND_BITE2]= gi.soundindex ("monsters/chicken/bite2.wav");
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//for pecking the ground
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sounds[SND_PECK1]= gi.soundindex ("monsters/chicken/peck1.wav");
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sounds[SND_PECK2]= gi.soundindex ("monsters/chicken/peck2.wav");
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//and lastly, I thought it might be cool to have some cries for when the chicken jumps
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sounds[SND_JUMP1]= gi.soundindex ("monsters/chicken/jump1.wav");
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sounds[SND_JUMP2]= gi.soundindex ("monsters/chicken/jump2.wav");
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sounds[SND_JUMP3]= gi.soundindex ("monsters/chicken/jump3.wav");
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resInfo.numSounds = NUM_SOUNDS;
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resInfo.sounds = sounds;
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classStatics[CID_CHICKEN].resInfo = &resInfo;
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}
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/*QUAKED monster_chicken (1 .5 0) (-16 -16 -0) (16 16 32) AMBUSH ASLEEP EATING
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The chicken
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"wakeup_target" - monsters will fire this target the first time it wakes up (only once)
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"pain_target" - monsters will fire this target the first time it gets hurt (only once)
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*/
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void SP_monster_chicken (edict_t *self)
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{
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// Generic Monster Initialization
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if (!monster_start(self)) // Failed initialization
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return;
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self->msgHandler = DefaultMsgHandler;
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self->classID = CID_CHICKEN;
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self->think = walkmonster_start_go;
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self->materialtype = MAT_FLESH;
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self->health = CHICKEN_HEALTH;
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self->mass = CHICKEN_MASS;
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self->yaw_speed = 20;
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self->movetype = PHYSICSTYPE_STEP;
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VectorClear(self->knockbackvel);
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self->solid=SOLID_BBOX;
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VectorSet(self->mins,-12,-12,-16);
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VectorSet(self->maxs,12,12,16);
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self->s.modelindex = classStatics[CID_CHICKEN].resInfo->modelIndex;
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self->s.skinnum = 0;
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self->monsterinfo.scale = MODEL_SCALE;
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self->monsterinfo.otherenemyname = "obj_barrel";
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//Spawn off the guide
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// self->guide = AI_SpawnGuide(self);
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MG_InitMoods(self);
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QPostMessage(self, MSG_STAND, PRI_DIRECTIVE, NULL);
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gi.linkentity(self);
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}
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void chicken_death(edict_t *self, G_Message_t *msg)
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{
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self->msgHandler = DeadMsgHandler;
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// if we have a use, fire it off.
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// monster_death_use (self);
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gi.sound (self, CHAN_BODY, sounds[SND_DIE], 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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BecomeDebris(self);
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gi.CreateEffect(&self->s, FX_CHICKEN_EXPLODE, CEF_OWNERS_ORIGIN, NULL, "" );
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}
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// fade the original monster back in again
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void MorphOriginalIn(edict_t *self)
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{
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self->s.color.a += MORPH_TELE_FADE;
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self->nextthink = level.time + FRAMETIME;
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if (!(--self->morph_timer))
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{
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self->think = self->oldthink;
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}
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}
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//Fade out the existing model till its gone
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void MorphChickenOut(edict_t *self)
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{
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edict_t *newent;
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self->s.color.a -= MORPH_TELE_FADE;
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self->nextthink = level.time + FRAMETIME;
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if (self->morph_timer < level.time)
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{
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// create the original bad guy
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newent = G_Spawn();
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newent->classname = self->map;
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VectorCopy(self->s.origin, newent->s.origin);
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VectorCopy(self->s.angles, newent->s.angles);
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newent->enemy = self->enemy;
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ED_CallSpawn(newent);
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newent->s.color.c = 0xffffff;
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newent->oldthink = newent->think;
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newent->think = MorphOriginalIn;
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newent->morph_timer = MORPH_TELE_TIME;
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newent->target = self->target;
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// make physics expand the bounding box for us, so the player doesn't get stuck inside the new bad guys box.
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// store the old mins max's
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VectorCopy(newent->mins,newent->intentMins);
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VectorCopy(newent->maxs,newent->intentMaxs);
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VectorCopy(self->mins,newent->mins);
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VectorCopy(self->maxs,newent->maxs);
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newent->physicsFlags |= PF_RESIZE;
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// do the teleport sound
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gi.sound(newent,CHAN_WEAPON,gi.soundindex("weapons/teleport.wav"),1,ATTN_NORM,0);
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// do the teleport effect
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gi.CreateEffect(&newent->s, FX_PLAYER_TELEPORT_IN, CEF_OWNERS_ORIGIN, NULL, "" );
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G_FreeEdict(self);
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}
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}
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/*-------------------------------------------------------------------------
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chicken checks to see if we are still a chicken, or is it time to return to
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our original shape ?
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-------------------------------------------------------------------------*/
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void chicken_check (edict_t *self)
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{
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// are we done yet ?
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if (self->time > level.time)
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return;
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// make that pretty effect around us
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gi.CreateEffect(&self->s, FX_PLAYER_TELEPORT_OUT, CEF_OWNERS_ORIGIN, NULL, "" );
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// deal with the existing chicken
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self->think = MorphChickenOut;
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self->nextthink = level.time + FRAMETIME;
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self->touch = NULL;
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self->morph_timer = MORPH_TELE_TIME;
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VectorClear(self->velocity);
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// wipe out the guide, so we don't do anything else
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// G_FreeEdict(self->guide);
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}
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/*-------------------------------------------------------------------------
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chicken_bites you
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-------------------------------------------------------------------------*/
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void chicken_bite (edict_t *self)
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{
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vec3_t v, off, dir, org;
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float len;
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// incase we try pecking at someone thats not there.
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if (!self->enemy)
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return;
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VectorSubtract (self->s.origin, self->enemy->s.origin, v);
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len = VectorLength (v);
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// determine if we've actually bitten the player, or just missed
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if (len <= (self->maxs[0] + self->enemy->maxs[0] + 24) ) // A hit
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{
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VectorSet(off, 20.0, 0.0, 5.0);
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VectorGetOffsetOrigin(off, self->s.origin, self->s.angles[YAW], org);
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// this is not apparently used for anything ?
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VectorClear(dir);
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// cause us some damage.
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T_Damage (self->enemy, self, self, dir, org, vec3_origin, 1, 0, 0,MOD_DIED);
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if(!irand(0,1))
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gi.sound(self, CHAN_VOICE, sounds[SND_BITE1], 1, ATTN_NORM, 0);
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else
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gi.sound(self, CHAN_VOICE, sounds[SND_BITE2], 1, ATTN_NORM, 0);
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}
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}
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/*-------------------------------------------------------------------------
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chicken_pause
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-------------------------------------------------------------------------*/
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void chicken_pause (edict_t *self)
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{
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vec3_t v;
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float len;
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int random_action;
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self->mood_think(self);
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if (self->ai_mood == AI_MOOD_NORMAL)
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{
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FindTarget(self);
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if(self->enemy)
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{
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VectorSubtract (self->s.origin, self->enemy->s.origin, v);
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len = VectorLength (v);
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if ((len > 60) || (self->monsterinfo.aiflags & AI_FLEE)) // Far enough to run after
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{
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QPostMessage(self, MSG_RUN,PRI_DIRECTIVE, NULL);
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}
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else // Close enough to Attack
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{
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QPostMessage(self, MSG_MELEE, PRI_DIRECTIVE, NULL);
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}
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}
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}
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else
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{
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// decide if we will do a random action
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random_action = (irand(0,10));
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// ok, if we can attack, then we do that, no question
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if (self->ai_mood == AI_MOOD_ATTACK)
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QPostMessage(self, MSG_MELEE, PRI_DIRECTIVE, NULL);
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// else, one chance in a remote time, we will just go "cluck"
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else if (!random_action)
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// make us cluck
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QPostMessage(self, MSG_WATCH, PRI_DIRECTIVE, NULL);
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else
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{
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random_action--;
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if (!random_action)
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// make us peck
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QPostMessage(self, MSG_EAT, PRI_DIRECTIVE, NULL);
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// otherwise run or track the player target
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else
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{
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switch (self->ai_mood)
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{
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case AI_MOOD_PURSUE:
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QPostMessage(self, MSG_RUN, PRI_DIRECTIVE, NULL);
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break;
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case AI_MOOD_NAVIGATE:
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QPostMessage(self, MSG_WALK, PRI_DIRECTIVE, NULL);
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break;
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case AI_MOOD_STAND:
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QPostMessage(self, MSG_STAND, PRI_DIRECTIVE, NULL);
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break;
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case AI_MOOD_JUMP:
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VectorCopy(self->movedir, self->velocity);
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VectorNormalize(self->movedir);
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SetAnim(self, ANIM_JUMP);
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break;
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case AI_MOOD_EAT:
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QPostMessage(self, MSG_EAT, PRI_DIRECTIVE, NULL);
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break;
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default :
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#ifdef _DEVEL
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gi.dprintf("Chicken Unusable mood %d!\n", self->ai_mood);
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#endif
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break;
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}
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}
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}
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}
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}
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/*-------------------------------------------------------------------------
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chicken_eat again, possibly
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-------------------------------------------------------------------------*/
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void chicken_eat_again (edict_t *self)
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{
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// a one in three chance we will peck again :)
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if (irand(0,2))
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QPostMessage(self, MSG_EAT, PRI_DIRECTIVE, NULL);
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else
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chicken_pause(self);
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|
|
|
}
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|
|
|
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
// Chicken attack - peck us to death
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
void chicken_attack(edict_t *self, G_Message_t *msg)
|
|
|
|
{
|
|
|
|
SetAnim(self, ANIM_ATTACK);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
// Chicken jump
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
void chicken_jump(edict_t *self, G_Message_t *msg)
|
|
|
|
{
|
|
|
|
if(!irand(0,2))
|
|
|
|
gi.sound(self, CHAN_VOICE, sounds[SND_JUMP1], 1, ATTN_NORM, 0);
|
|
|
|
else if (!irand(0, 1))
|
|
|
|
gi.sound(self, CHAN_VOICE, sounds[SND_JUMP2], 1, ATTN_NORM, 0);
|
|
|
|
else
|
|
|
|
gi.sound(self, CHAN_VOICE, sounds[SND_JUMP3], 1, ATTN_NORM, 0);
|
|
|
|
SetAnim(self, ANIM_JUMP);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
// Chicken Cluck
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
void chicken_eat(edict_t *self, G_Message_t *msg)
|
|
|
|
{
|
|
|
|
if (!irand(0, 1))
|
|
|
|
gi.sound(self, CHAN_VOICE, sounds[SND_PECK1], 1, ATTN_NORM, 0);
|
|
|
|
else
|
|
|
|
gi.sound(self, CHAN_VOICE, sounds[SND_PECK2], 1, ATTN_NORM, 0);
|
|
|
|
SetAnim(self, ANIM_EAT);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
// Chicken Cluck
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
void chicken_cluck(edict_t *self, G_Message_t *msg)
|
|
|
|
{
|
|
|
|
if (!irand(0, 1))
|
|
|
|
gi.sound(self, CHAN_VOICE, sounds[SND_CLUCK1], 1, ATTN_NORM, 0);
|
|
|
|
else
|
|
|
|
gi.sound(self, CHAN_VOICE, sounds[SND_CLUCK2], 1, ATTN_NORM, 0);
|
|
|
|
|
|
|
|
SetAnim(self, ANIM_CLUCK);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
// Chicken Run - choose a run to use
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
void chicken_run(edict_t *self, G_Message_t *msg)
|
|
|
|
{
|
|
|
|
SetAnim(self, ANIM_RUN);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
// Chicken Walk - choose a walk to use
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
void chicken_walk(edict_t *self, G_Message_t *msg)
|
|
|
|
{
|
|
|
|
SetAnim(self, ANIM_WALK);
|
|
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
// Chicken Stand -decide which standing animations to use
|
|
|
|
//----------------------------------------------------------------------
|
|
|
|
void chicken_stand(edict_t *self, G_Message_t *msg)
|
|
|
|
{
|
|
|
|
SetAnim(self, ANIM_STAND1);
|
|
|
|
}
|
|
|
|
|
|
|
|
void chickensqueal (edict_t *self)
|
|
|
|
{
|
|
|
|
if(!irand(0, 1))
|
|
|
|
gi.sound (self, CHAN_WEAPON, sounds[SND_PAIN1], 1, ATTN_NORM, 0);
|
|
|
|
else
|
|
|
|
gi.sound (self, CHAN_WEAPON, sounds[SND_PAIN2], 1, ATTN_NORM, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ChickenGlide ( playerinfo_t *playerinfo )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void chickenSound (edict_t *self, float channel, float sndindex, float atten)
|
|
|
|
{
|
|
|
|
gi.sound(self, channel, sounds[(int)(sndindex)], 1, atten, 0);
|
|
|
|
}
|