kingpin-sdk/gamesrc/AI_RUNT.C

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2000-03-27 00:00:00 +00:00
#include "g_local.h"
#include "ai_runt.h"
#include "voice_punk.h"
void runt_end_kneel_attack( edict_t *self );
void runt_talk( edict_t *self );
void runt_end_stand( edict_t *self );
void runt_kneel_shoot( edict_t *self );
void runt_talk_think( edict_t *self );
void runt_firegun( edict_t *self, vec3_t ofs );
void runt_right_fire( edict_t *self );
void runt_left_fire( edict_t *self );
void runt_firegun_right( edict_t *self );
void runt_firegun_left( edict_t *self );
void runt_show_guns( edict_t *self );
void runt_climb_loop( edict_t *self );
void runt_melee( edict_t *self );
void runt_evade_amb( edict_t *self );
void runt_evade_adjust( edict_t *self );
void runt_evade_checkadjust( edict_t *self );
void runt_catch_fire( edict_t *self, edict_t *other );
// function that will bail out of the melee attack
// if runt doesnt stand a chance of hitting his enemy
void runt_melee_bail (edict_t *self);
#define RUNT_MELEE 64 // spawnflag
// =========================================================================
#include "ai_runt_tables.h"
// =========================================================================
void runt_backoff( edict_t *self, edict_t *other )
{
if (self->name_index == NAME_JESUS)
{
Voice_Random (self, self->enemy, &sr_jesus[6], 10);
}
else if (self->name_index == NAME_KINGPIN)
Voice_Random (self, self->enemy, &kingpin[6], 10);
else
Voice_Random( self, other, m_backoff, NUM_BACKOFF );
}
void runt_catch_fire( edict_t *self, edict_t *other )
{
self->enemy = NULL; // stop attacking
self->cast_info.currentmove = &runt_move_run_on_fire;
}
void runt_evade_amb( edict_t *self )
{
if (self->enemy && self->moral > 2)
self->cast_info.currentmove = &runt_move_melee_amb1;
else
self->cast_info.currentmove = &runt_move_evade_amb;
}
void runt_evade_checkadjust( edict_t *self )
{
if (self->enemy && !directly_infront(self, self->enemy ))
self->cast_info.currentmove = &runt_move_evade_adjust;
else if (self->cast_info.avoid_ent && !directly_infront(self, self->cast_info.avoid_ent ))
self->cast_info.currentmove = &runt_move_evade_adjust;
}
void runt_evade_adjust (edict_t *self )
{
vec3_t vec;
edict_t *other;
if (self->enemy)
other = self->enemy;
else if (self->cast_info.avoid_ent)
other = self->cast_info.avoid_ent;
else
return;
VectorSubtract( other->s.origin, self->s.origin, vec );
VectorNormalize( vec );
self->ideal_yaw = vectoyaw( vec );
}
void runt_end_kneel_attack( edict_t *self )
{
AI_EndAttack(self);
if (self->cast_info.currentmove == self->cast_info.move_stand)
self->cast_info.currentmove = &runt_move_kneel_up;
}
void runt_talk_think( edict_t *self )
{
AI_TalkThink( self, true );
}
void runt_talk( edict_t *self )
{
int rnd;
// only make talking gesture if we've recently said something
if (!(self->cast_info.aiflags & AI_REPEAT_TALK_JESTURE) && self->last_talk_time < (level.time - 1.0))
{
self->cast_info.currentmove = self->cast_info.move_stand;
return;
}
if (self->cast_info.currentmove != self->cast_info.move_stand)
return;
rnd = rand() % 9;
if (rnd < 1)
self->cast_info.currentmove = &runt_move_talk1;
else if (rnd < 2)
self->cast_info.currentmove = &runt_move_talk2;
else if (rnd < 3)
self->cast_info.currentmove = &runt_move_talk3;
else if (rnd < 4)
self->cast_info.currentmove = &runt_move_talk4;
else if (rnd < 5)
self->cast_info.currentmove = &runt_move_talk5;
else if (rnd < 6)
self->cast_info.currentmove = &runt_move_talk6;
else if (rnd < 7)
self->cast_info.currentmove = &runt_move_talk7;
else
self->cast_info.currentmove = &runt_move_talk8;
}
void runt_avoid ( edict_t *self, edict_t *other, qboolean face )
{
vec3_t vec;
if (self->health <= 0)
return;
if (!self->groundentity)
return;
self->cast_info.last_avoid = level.time;
if (face)
{ // turn to face them
VectorSubtract( other->s.origin, self->s.origin, vec );
self->cast_info.avoid_ent = other;
}
else
{ // turn to face away from them
VectorSubtract( self->s.origin, other->s.origin, vec );
self->cast_info.avoid_ent = NULL;
}
VectorNormalize( vec );
self->ideal_yaw = vectoyaw( vec );
if (self->maxs[2] > DUCKING_MAX_Z)
{
//#if 0 // Ridah, these don't look right, and translations are incorrect
if (self->cast_info.aiflags & AI_NOWALK_FACE)
{
if (face)
{
int side_result;
side_result = AI_SideTrace( self, 48, 90, SIDE_RANDOM );
if (side_result == AI_SideTrace( self, 48, 90 + (self->ideal_yaw - self->s.angles[YAW]), side_result ))
{
if (side_result < 0)
self->cast_info.currentmove = &runt_move_lside_step;
else
self->cast_info.currentmove = &runt_move_rside_step;
return;
}
// if no move set, just turn to face
M_ChangeYaw( self );
return;
}
}
//#endif
if ((VectorDistance( self->s.origin, other->s.origin ) > 72) || !face)
self->cast_info.currentmove = &runt_move_avoid_walk;
else
self->cast_info.currentmove = &runt_move_avoid_reverse_walk;
}
else
{
self->cast_info.currentmove = &runt_move_crouch_avoid_walk;
}
}
void runt_end_stand( edict_t *self )
{
if (self->cast_info.move_stand_evade && (self->last_stand_evade > (level.time - 3)))
return;
if (self->cast_info.currentmove == self->cast_info.move_crstand)
return;
// if ( ((!self->cast_group) && (random() < 0.8))
// || ((self->cast_group) && (random() < 0.3)))
{ // stand normally
self->cast_info.currentmove = self->cast_info.move_stand;
// return;
}
AI_CheckTalk(self);
}
void runt_show_guns( edict_t *self )
{
self->s.model_parts[PART_GUN].invisible_objects = 0;
self->s.model_parts[PART_GUN2].invisible_objects = 0;
}
void runt_kneel_shoot( edict_t *self )
{
self->cast_info.currentmove = &runt_move_knl_shoot;
}
void runt_long_attack( edict_t *self )
{
// keep running, and try to fire if possible
if (self->maxs[2] < self->cast_info.standing_max_z)
return;
if (self->s.model_parts[PART_GUN].invisible_objects)
{ // pull guns out
self->cast_info.currentmove = &runt_move_pull_guns;
return;
}
self->cast_info.currentmove = &runt_move_run_shoot;
}
// runt_attack:
// returns TRUE if starting an attack
qboolean runt_attack( edict_t *self )
{
vec3_t vec;
float dist;
// this is where we would start some of the fancy side-ways or rolling attacks
if (self->maxs[2] < self->cast_info.standing_max_z)
{
if ((self->cast_info.aiflags & AI_DUCKATTACK) && (rand()%20 < 1))
{ // stop duck attacking
self->cast_info.aiflags &= ~AI_DUCKATTACK;
self->maxs[2] = self->cast_info.standing_max_z;
if (ValidBoxAtLoc( self->s.origin, self->mins, self->maxs, self, MASK_PLAYERSOLID ))
{
self->cast_info.currentmove = self->cast_info.move_stand_up;
self->s.frame = self->cast_info.move_stand_up->firstframe;
return true;
}
else
{
self->maxs[2] = DUCKING_MAX_Z;
}
}
if (self->cast_info.aiflags & AI_MELEE)
{ // try to stand at all costs
self->maxs[2] = self->cast_info.standing_max_z;
if (ValidBoxAtLoc( self->s.origin, self->mins, self->maxs, self, MASK_PLAYERSOLID ))
goto standing;
self->maxs[2] = DUCKING_MAX_Z;
// gi.dprintf( "ANIM TODO: crouch melee attack\n" );
{
int rval;
rval = rand()%5;
if (rval == 1)
self->cast_info.currentmove = &runt_move_low_melee1;
else if (rval == 2)
self->cast_info.currentmove = &runt_move_low_melee2;
else if (rval == 3)
self->cast_info.currentmove = &runt_move_low_melee3;
else if (rval == 4)
self->cast_info.currentmove = &runt_move_low_melee4;
else
self->cast_info.currentmove = &runt_move_low_melee5;
}
return true; // can't attack
}
// HACK TO SHOW THE GUNS
self->s.model_parts[PART_GUN].invisible_objects = 0;
self->s.model_parts[PART_GUN2].invisible_objects = 0;
self->cast_info.currentmove = &runt_move_crch_shoot;
return true;
}
else if (!(self->cast_info.aiflags & AI_MELEE) && (rand()%20 < 1)) // duck attack
{
self->viewheight = -4;
if (AI_ClearSight( self, self->enemy, false ))
{
//gi.dprintf("5\n");
self->cast_info.aiflags |= AI_DUCKATTACK;
self->maxs[2] = DUCKING_MAX_Z;
self->cast_info.currentmove = self->cast_info.move_crouch_down;
return true;
}
}
standing:
VectorSubtract( self->enemy->s.origin, self->s.origin, vec );
dist = VectorNormalize( vec );
if (self->cast_info.aiflags & AI_MELEE)
{
qboolean attack=false;
if (dist < 64)
{
attack = true;
}
else // are they running towards us?
{
VectorSubtract( self->enemy->s.origin, self->s.origin, vec );
if ((VectorLength(vec) < 200) && (DotProduct(vec, self->enemy->velocity) < 0))
{
attack = true;
}
}
if (attack)
{
int rnd;
self->ideal_yaw = vectoyaw(vec);
M_ChangeYaw( self );
// JOSEPH 12-MAR-99
Voice_Random( self, self->enemy, grunting, 5);
// END JOSEPH
if (self->maxs[2] > self->enemy->maxs[2])
{
self->cast_info.currentmove = &runt_move_low_melee1;
}
else
{
rnd = rand()%5;
switch (rnd)
{
case 0 :
self->cast_info.currentmove = &runt_move_melee1;
break;
case 1 :
self->cast_info.currentmove = &runt_move_melee2;
break;
case 2 :
self->cast_info.currentmove = &runt_move_melee3;
break;
case 3 :
self->cast_info.currentmove = &runt_move_melee4;
break;
case 4 :
self->cast_info.currentmove = &runt_move_melee5;
break;
}
}
if (self->maxs[2] > self->enemy->maxs[2] || self->s.origin[2] > self->enemy->s.origin[2])
self->cast_info.currentmove = &runt_move_low_melee1;
self->cast_info.aiflags &=~ AI_RUSH_THE_PLAYER;
return true;
}
else if (dist < 128)
{
self->ideal_yaw = vectoyaw(vec);
M_ChangeYaw( self );
self->cast_info.currentmove = &runt_move_run_melee;
return true;
}
else if (dist < 400)
self->cast_info.aiflags |= AI_RUSH_THE_PLAYER;
return false;
}
if (self->s.model_parts[PART_GUN].invisible_objects)
{ // pull guns out
self->cast_info.currentmove = &runt_move_pull_guns;
return true;
}
if (self->cast_info.currentmove == &runt_move_knl_shoot)
{
// HACK TO SHOW GUN
self->s.model_parts[PART_GUN].invisible_objects = 0;
self->s.model_parts[PART_GUN2].invisible_objects = 0;
self->cast_info.currentmove = &runt_move_knl_shoot;
return true;
}
// Special case: enemy has flamethrower, run backwards, keep firing
if ( (dist < 384) // they're close
&& (self->enemy->client)
&& (self->enemy->client->pers.weapon)
&& (stricmp(self->enemy->client->pers.weapon->classname, "weapon_flamethrower") == 0))
{
int side_result;
// see if we can go backwards
if (side_result = AI_SideTrace( self, -64, 0, 1 ))
{
self->cast_info.currentmove = &runt_move_reverse_run_shoot;
return true;
}
}
// if just popped out from a corner, just stand here
if (self->dont_takecover_time > (level.time - 2))
{
goto stand_shoot;
}
if ((skill->value > random()*2) && (self->cast_info.last_side_attack_time < (level.time - 1)) && (dist > 128))
{
int side_result, side_result2;
side_result = AI_SideTrace( self, 64, 90, -self->cast_info.last_side_attack );
if (side_result)
{
side_result2 = AI_SideTrace( self, 96, 90, side_result );
if (side_result2 == side_result)
{
if (side_result < 0)
self->cast_info.currentmove = &runt_move_lside_run;
else
self->cast_info.currentmove = &runt_move_rside_run;
self->ideal_yaw = vectoyaw(vec) + side_result * 90;
M_ChangeYaw( self );
self->cast_info.last_side_attack = side_result;
self->cast_info.last_side_attack_time = level.time;
return true;
}
}
}
if ( (self->cast_info.currentmove != &runt_move_shoot)
&& (dist > 512)
&& (random() < 0.5)
&& (directly_infront(self, self->enemy))
&& (self->s.model_parts[PART_GUN].invisible_objects)) // only kneel if we haven't drawn our guns yet
{
self->cast_info.currentmove = &runt_move_kneel;
return true;
}
// walk shooting?
// Ridah, I don't like this animation
// if ((dist > 512) && directly_infront( self, self->enemy ) && AI_SideTrace(self, 32, 0, 1 ) )
// {
// self->cast_info.currentmove = &runt_move_walk_shoot;
// return true;
// }
// else
if ((dist < 128) && AI_SideTrace(self, -32, 0, 1 ) )
{
self->cast_info.currentmove = &runt_move_reverse_walk_shoot;
return true;
}
stand_shoot:
// normal attack
self->ideal_yaw = vectoyaw(vec);
M_ChangeYaw( self );
self->cast_info.currentmove = &runt_move_shoot;
return true;
}
void runt_climb_loop(edict_t *self)
{
self->cast_info.currentmove = &runt_move_clmb_loop;
}
void runt_melee_bail (edict_t *self)
{
vec3_t vec;
float dist;
if (self->enemy)
{
VectorSubtract( self->enemy->s.origin, self->s.origin, vec );
dist = VectorNormalize( vec );
if (dist > 48)
{
// AI_EndAttack(self);
self->cast_info.currentmove = &runt_move_run_melee;
return;
}
}
}
void runt_melee( edict_t *self )
{
vec3_t start, offset;
vec3_t forward, right;
float damage = 8;
if (self->cast_info.currentmove == &runt_move_melee5)
damage *= 2; // double handed attack
if (self->cast_info.currentmove == &runt_move_low_melee1)
damage *= 3;
// yell at them?
if (self->last_talk_time < (level.time - TALK_FIGHTING_DELAY))
{
// we can't play any "eat lead" type sounds, because we're not firing lead..
if (self->cast_group != 1)
Voice_Random( self, self->enemy, grunting, 5);
else
Voice_Random(self, self->enemy, friendlycombat, NUM_FRIENDLYCOMBAT );
}
// VectorSet(offset, 0, 8, self->viewheight - 4);
VectorSet (offset, 0, 8, 16);
AngleVectors (self->s.angles, forward, right, NULL);
if (self->cast_info.currentmove == &runt_move_low_melee1)
forward[2] -= 0.5;
G_ProjectSource (self->s.origin, offset, forward, right, start);
if (self->cast_info.currentmove == &runt_move_low_melee1)
start[2] -= 8;
// HACK, higher Moral does more damage
if (self->moral > 4)
damage *= 1.0 + (self->moral - 4)*0.25;
fire_blackjack( self, start, forward, damage, 10, MOD_BLACKJACK );
}
void runt_firegun( edict_t *self, vec3_t ofs )
{
vec3_t start;
vec3_t forward, right;
vec3_t target;
vec3_t aim;
vec3_t offset;
int flash_number;
float dist;
if (self->cast_info.currentmove == &runt_move_knl_shoot)
{
if (!directly_infront( self, self->enemy ))
{
self->cast_info.currentmove = &runt_move_kneel_up;
self->s.frame++; // skip the firing frame since it might have a muzzle flash
return;
}
self->cast_info.aiflags |= AI_FACE_ATTACK;
}
else
{
if (self->noise_time < (level.time - 1))
{ // haven't fired for a while, prevent we reloaded
self->duration = 0;
}
// check for reload
if ( (self->maxs[2] == self->cast_info.standing_max_z)
&& !(self->cast_info.aiflags & AI_SIDE_ATTACK)
&& (self->duration++ > 20))
{
self->duration = 0;
self->cast_info.currentmove = &runt_move_reload;
self->s.frame++; // skip the firing frame since it might have a muzzle flash
return;
}
}
if (!AI_BeginAttack( self ))
{
self->s.frame++; // skip the firing frame since it might have a muzzle flash
return;
}
self->cast_info.aiflags &= ~AI_FACE_ATTACK;
// yell at them?
if (self->last_talk_time < (level.time - TALK_FIGHTING_DELAY))
{
if (self->name_index == NAME_JESUS)
{
Voice_Random (self, self->enemy, &sr_jesus[6], 10);
}
else if (self->name_index == NAME_KINGPIN)
Voice_Random (self, self->enemy, &kingpin[6], 10);
else if (self->cast_group != 1)
Voice_Random(self, self->enemy, fightsounds, NUM_FIGHTING);
else
Voice_Random(self, self->enemy, friendlycombat, NUM_FRIENDLYCOMBAT );
}
// fire the gun
VectorSet(offset, 0 + ofs[0], 8 + ofs[1], self->viewheight-8 + ofs[2]);
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, offset, forward, right, start);
// project enemy back a bit and target there
VectorCopy (self->enemy->s.origin, target);
VectorMA (target, (-0.5 * (random()*0.8 + 0.2)) * (1.0 - (skill->value/4.0)), self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
flash_number = MZ2_GUNNER_MACHINEGUN_1;
VectorSubtract (target, start, aim);
dist = VectorNormalize (aim);
self->ideal_yaw = vectoyaw( aim );
if ( (dist < self->cast_info.max_attack_distance)
&& ( ((random() < 0.1) && (self->cast_info.last_side_attack_time < (level.time - 2)))
|| ( (!(self->cast_info.aiflags & AI_SIDE_ATTACK) || (self->cast_info.last_side_attack_time < (level.time - 2)))
&& (directly_infront( self->enemy, self))
&& (self->enemy->client)
&& (self->enemy->client->pers.weapon)
&& (self->enemy->client->pers.weapon->ammo)))) // if we are directly infront of them, try to strafe
{
if (self->cast_info.aiflags & AI_SIDE_ATTACK)
self->cast_info.currentmove = &runt_move_shoot;
else
self->cast_info.attack( self );
}
if (self->acc)
{
// Ridah, 17-may-99, this was around the wrong way, which caused guys with "cal" set in the map to not do any damage
// if (self->cal)
if (!self->cal)
cast_fire_bullet (self, start, aim, 6, 0, DEFAULT_BULLET_HSPREAD>>self->acc, DEFAULT_BULLET_VSPREAD>>self->acc, flash_number);
else
cast_fire_bullet (self, start, aim, self->cal, 0, DEFAULT_BULLET_HSPREAD>>self->acc, DEFAULT_BULLET_VSPREAD>>self->acc, flash_number);
}
else
cast_fire_bullet (self, start, aim, 6, 0, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
gi.sound(self, CHAN_WEAPON, gi.soundindex("weapons/machinegun/machgf1b.wav"), 1, ATTN_NORM, 0);
}
void runt_right_fire( edict_t *self )
{
static vec3_t ofs = {4, 0, 0};
runt_firegun( self, ofs );
}
void runt_left_fire( edict_t *self )
{
static vec3_t ofs = {-4, 0, 0};
runt_firegun( self, ofs );
}
void runt_firegun_right( edict_t *self )
{
// vec3_t vec;
// float oldyaw;
static vec3_t ofs = {0,0,0};
if (!self->enemy)
{
self->cast_info.currentmove = self->cast_info.move_stand;
return;
}
if (self->cast_info.aiflags & AI_TURN_BLOCKED)
{ // abort the side run
self->cast_info.aiflags &= ~AI_TURN_BLOCKED;
AI_EndAttack(self);
return;
}
// if the path ahead is not clear, abort
if (!AI_SideTrace( self, 128, 90, 1 ))
{
AI_EndAttack(self);
return;
}
/*
oldyaw = self->s.angles[YAW];
VectorSubtract( self->enemy->s.origin, self->s.origin, vec );
VectorNormalize( vec );
self->s.angles[YAW] = vectoyaw( vec );
*/
self->cast_info.aiflags |= AI_SIDE_ATTACK;
runt_firegun(self, ofs);
self->cast_info.aiflags &= ~AI_SIDE_ATTACK;
/*
// keep running to the side
self->ideal_yaw = self->s.angles[YAW] + 90;
self->s.angles[YAW] = oldyaw;
*/
}
void runt_firegun_left( edict_t *self )
{
// vec3_t vec;
// float oldyaw;
static vec3_t ofs = {0,0,0};
if (!self->enemy)
{
self->cast_info.currentmove = self->cast_info.move_stand;
return;
}
if (self->cast_info.aiflags & AI_TURN_BLOCKED)
{ // abort the side run
self->cast_info.aiflags &= ~AI_TURN_BLOCKED;
AI_EndAttack(self);
return;
}
// if the path ahead is not clear, abort
if (!AI_SideTrace( self, 128, -90, 1 ))
{
AI_EndAttack(self);
return;
}
/*
oldyaw = self->s.angles[YAW];
VectorSubtract( self->enemy->s.origin, self->s.origin, vec );
VectorNormalize( vec );
self->s.angles[YAW] = vectoyaw( vec );
*/
self->cast_info.aiflags |= AI_SIDE_ATTACK;
runt_firegun(self, ofs);
self->cast_info.aiflags &= ~AI_SIDE_ATTACK;
/*
// keep running to the side
self->ideal_yaw = self->s.angles[YAW] - 90;
self->s.angles[YAW] = oldyaw;
*/
}
void think_playthud_runt( edict_t *self )
{
char Temp[128];
#ifdef __linux__
return; // linux can't handle this for some reason
#endif
strcpy ((char*)Temp, "actors/player/bodyfalls/");
if (self->thudsurf & SURF_FABRIC)
{
strcat((char*)&Temp[0], (char*)"rug");
}
else if (self->thudsurf & SURF_GRAVEL)
{
strcat((char*)&Temp[0], (char*)"gravel");
}
else if (self->thudsurf & SURF_METAL)
{
strcat((char*)&Temp[0], (char*)"metalh");
}
else if (self->thudsurf & SURF_METAL_L)
{
strcat((char*)&Temp[0], (char*)"metall");
}
else if (self->thudsurf & SURF_SNOW)
{
strcat((char*)&Temp[0], (char*)"tin");
}
else if (self->thudsurf & SURF_TILE)
{
strcat((char*)&Temp[0], (char*)"marble");
}
else if (self->thudsurf & SURF_WOOD)
{
strcat((char*)&Temp[0], (char*)"wood");
}
else
{
strcat((char*)&Temp[0], (char*)"pavement");
}
if (self->thudsnd == 1)
{
strcat((char*)&Temp[0], (char*)"d1.wav");
gi.positioned_sound (self->s.origin, self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex((char*)&Temp[0]),
1.0, ATTN_NORM, 0);
}
else
{
strcat((char*)&Temp[0], (char*)"d2.wav");
gi.positioned_sound (self->s.origin, self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex((char*)&Temp[0]),
1.0, ATTN_NORM, 0);
}
self->nextthink = level.time + (0.1*20.0);
self->think = G_FreeEdict;
}
// JOSEPH 19-MAR-99
void runt_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject)
{
trace_t tr;
vec3_t end;
edict_t *playthud1, *playthud2;
self->takedamage = DAMAGE_YES;
if (DeathByGib(self, inflictor, attacker, damage))
{ // gib
self->deadflag = DEAD_DEAD;
GibEntity( self, inflictor, damage );
return;
}
if (self->deadflag == DEAD_DEAD)
return;
if (!(self->cast_info.aiflags & AI_MELEE))
SpawnTheWeapon (self, "weapon_pistol_e");
// EP_SpecialEventDeath (self);
if (!self->onfiretime)
{
if (self->name_index == NAME_JESUS)
Voice_Random (self, self->enemy, &sr_jesus[0], 2);
else if (self->name_index == NAME_KINGPIN)
Voice_Random (self, self->enemy, &kingpin[0], 2);
else if (self->name_index == NAME_POPEYE)
Voice_Random (self, self->enemy, &sy_popeye[19], 3);
else
gi.sound (self, CHAN_VOICE, gi.soundindex(va("*death%i.wav", (rand()%4)+1)), 1, ATTN_NORM, 0);
}
// regular death
self->deadflag = DEAD_DEAD;
VectorCopy (self->s.origin, end);
end[2] -= 64;
tr = gi.trace (self->s.origin, self->mins, self->maxs, end, self, MASK_SHOT);
self->s.model_parts[PART_GUN].invisible_objects = (1<<0 | 1<<1);
self->s.model_parts[PART_GUN2].invisible_objects = (1<<0 | 1<<1);
if (!strcmp(inflictor->classname, "rocket"))
{
self->cast_info.currentmove = &runt_move_crch_death1;
// throw backwards
VectorNormalize2(inflictor->velocity, self->velocity);
VectorNegate( self->velocity, self->velocity );
self->ideal_yaw = vectoyaw( self->velocity );
VectorNegate( self->velocity, self->velocity );
VectorMA( self->velocity, 500, self->velocity, self->velocity );
self->gravity = 0.7;
self->velocity[2] = 220;
self->groundentity = NULL;
playthud1 = G_Spawn();
VectorCopy (self->s.origin, playthud1->s.origin);
playthud1->thudsurf = tr.surface->flags;
playthud1->thudsnd = 1;
playthud1->nextthink = level.time + (0.1*6.0);
playthud1->think = think_playthud_runt;
gi.linkentity (playthud1);
playthud2 = G_Spawn();
VectorCopy (self->s.origin, playthud2->s.origin);
playthud2->thudsurf = tr.surface->flags;
playthud2->thudsnd = 2;
playthud2->nextthink = level.time + (0.1*13.0);
playthud2->think = think_playthud_runt;
gi.linkentity (playthud2);
}
else if (mdx_part == PART_HEAD)
{
self->cast_info.currentmove = &runt_move_death5;
playthud1 = G_Spawn();
VectorCopy (self->s.origin, playthud1->s.origin);
playthud1->thudsurf = tr.surface->flags;
playthud1->thudsnd = 1;
playthud1->nextthink = level.time + (0.1*7.0);
playthud1->think = think_playthud_runt;
gi.linkentity (playthud1);
playthud2 = G_Spawn();
VectorCopy (self->s.origin, playthud2->s.origin);
playthud2->thudsurf = tr.surface->flags;
playthud2->thudsnd = 2;
playthud2->nextthink = level.time + (0.1*11.0);
playthud2->think = think_playthud_runt;
gi.linkentity (playthud2);
}
else if (self->maxs[2] < self->cast_info.standing_max_z)
{
self->cast_info.currentmove = &runt_move_crch_death2;
playthud1 = G_Spawn();
VectorCopy (self->s.origin, playthud1->s.origin);
playthud1->thudsurf = tr.surface->flags;
playthud1->thudsnd = 1;
playthud1->nextthink = level.time + (0.1*6.0);
playthud1->think = think_playthud_runt;
gi.linkentity (playthud1);
playthud2 = G_Spawn();
VectorCopy (self->s.origin, playthud2->s.origin);
playthud2->thudsurf = tr.surface->flags;
playthud2->thudsnd = 2;
playthud2->nextthink = level.time + (0.1*9.0);
playthud2->think = think_playthud_runt;
gi.linkentity (playthud2);
}
else
{
int n;
n = rand() % 5;
if (n == 0)
{
self->cast_info.currentmove = &runt_move_death1;
playthud1 = G_Spawn();
VectorCopy (self->s.origin, playthud1->s.origin);
playthud1->thudsurf = tr.surface->flags;
playthud1->thudsnd = 1;
playthud1->nextthink = level.time + (0.1*7.0);
playthud1->think = think_playthud_runt;
gi.linkentity (playthud1);
playthud2 = G_Spawn();
VectorCopy (self->s.origin, playthud2->s.origin);
playthud2->thudsurf = tr.surface->flags;
playthud2->thudsnd = 2;
playthud2->nextthink = level.time + (0.1*14.0);
playthud2->think = think_playthud_runt;
gi.linkentity (playthud2);
}
else if (n == 1)
{
self->cast_info.currentmove = &runt_move_death2;
playthud1 = G_Spawn();
VectorCopy (self->s.origin, playthud1->s.origin);
playthud1->thudsurf = tr.surface->flags;
playthud1->thudsnd = 1;
playthud1->nextthink = level.time + (0.1*6.0);
playthud1->think = think_playthud_runt;
gi.linkentity (playthud1);
playthud2 = G_Spawn();
VectorCopy (self->s.origin, playthud2->s.origin);
playthud2->thudsurf = tr.surface->flags;
playthud2->thudsnd = 2;
playthud2->nextthink = level.time + (0.1*8.0);
playthud2->think = think_playthud_runt;
gi.linkentity (playthud2);
}
else if (n == 2)
{
self->cast_info.currentmove = &runt_move_death3;
playthud1 = G_Spawn();
VectorCopy (self->s.origin, playthud1->s.origin);
playthud1->thudsurf = tr.surface->flags;
playthud1->thudsnd = 1;
playthud1->nextthink = level.time + (0.1*8.0);
playthud1->think = think_playthud_runt;
gi.linkentity (playthud1);
playthud2 = G_Spawn();
VectorCopy (self->s.origin, playthud2->s.origin);
playthud2->thudsurf = tr.surface->flags;
playthud2->thudsnd = 2;
playthud2->nextthink = level.time + (0.1*12.0);
playthud2->think = think_playthud_runt;
gi.linkentity (playthud2);
}
else if (n == 3)
{
self->cast_info.currentmove = &runt_move_death4;
playthud1 = G_Spawn();
VectorCopy (self->s.origin, playthud1->s.origin);
playthud1->thudsurf = tr.surface->flags;
playthud1->thudsnd = 1;
playthud1->nextthink = level.time + (0.1*7.0);
playthud1->think = think_playthud_runt;
gi.linkentity (playthud1);
playthud2 = G_Spawn();
VectorCopy (self->s.origin, playthud2->s.origin);
playthud2->thudsurf = tr.surface->flags;
playthud2->thudsnd = 2;
playthud2->nextthink = level.time + (0.1*10.0);
playthud2->think = think_playthud_runt;
gi.linkentity (playthud2);
}
else
{
self->cast_info.currentmove = &runt_move_death5;
playthud1 = G_Spawn();
VectorCopy (self->s.origin, playthud1->s.origin);
playthud1->thudsurf = tr.surface->flags;
playthud1->thudsnd = 1;
playthud1->nextthink = level.time + (0.1*7.0);
playthud1->think = think_playthud_runt;
gi.linkentity (playthud1);
playthud2 = G_Spawn();
VectorCopy (self->s.origin, playthud2->s.origin);
playthud2->thudsurf = tr.surface->flags;
playthud2->thudsnd = 2;
playthud2->nextthink = level.time + (0.1*11.0);
playthud2->think = think_playthud_runt;
gi.linkentity (playthud2);
}
}
}
// END JOSEPH
void runt_pain (edict_t *self, edict_t *other, float kick, int damage, int mdx_part, int mdx_subobject)
{
int orientation;
AI_CheckMakeEnemy( self, other );
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3 + random();
if (skill->value >= 3)
return; // no pain anims in nightmare
// faked client pain sound
if (self->name_index == NAME_JESUS)
{
Voice_Random (self, self->enemy, &sr_jesus[2], 4);
}
else if (self->name_index == NAME_KINGPIN)
Voice_Random (self, self->enemy, &kingpin[2], 4);
else if (self->name_index == NAME_POPEYE)
Voice_Random (self, self->enemy, &sy_popeye[19], 3);
else
{
int r,l;
r = 1 + (rand()&1);
if (self->health < 25)
l = 25;
else if (self->health < 50)
l = 50;
else if (self->health < 75)
l = 75;
else
l = 100;
gi.sound (self, CHAN_BODY, gi.soundindex(va("*pain%i_%i.wav", l, r)), 1, ATTN_NORM, 0);
}
if (self->cast_info.currentmove == &runt_move_knl_shoot)
return; // no pain anim for crouch shoot
// Ridah, randomly don't play an animation, since it' leaves them WAY open to be killed
if (skill->value > 0 && rand()%2)
return;
if (other->client || (other->svflags & SVF_MONSTER))
{
orientation = AI_GetOrientation( self, other );
}
else
{
orientation = ORIENTATION_CENTER;
}
if ((self->maxs[2] < self->cast_info.standing_max_z))
{ // crouching
if ( mdx_part == PART_HEAD)
self->cast_info.currentmove = &runt_move_c_pain_head;
else
switch (orientation)
{
case ORIENTATION_CENTER :
{
self->cast_info.currentmove = &runt_move_c_pain_chst;
break;
}
case ORIENTATION_LEFT :
{
self->cast_info.currentmove = &runt_move_c_pain_Larm;
break;
}
case ORIENTATION_RIGHT :
{
self->cast_info.currentmove = &runt_move_c_pain_Rarm;
break;
}
}
}
else // standing
{
if ( (mdx_part == PART_BODY)
|| (other->client && other->client->pers.weapon && !(other->client->pers.weapon->ammo) && (orientation = rand()%2+1)))
{
switch (orientation)
{
case ORIENTATION_CENTER :
{
self->cast_info.currentmove = &runt_move_pain_chst;
break;
}
case ORIENTATION_LEFT :
{
self->cast_info.currentmove = &runt_move_pain_Larm;
break;
}
case ORIENTATION_RIGHT :
{
self->cast_info.currentmove = &runt_move_pain_Rarm;
break;
}
}
}
else if (mdx_part == PART_LEGS)
{
switch (orientation)
{
case ORIENTATION_CENTER :
{
if (infront(self, other))
{
self->cast_info.currentmove = &runt_move_pain_crch;
}
else
{
self->cast_info.currentmove = &runt_move_pain_butt;
}
break;
}
case ORIENTATION_LEFT :
{
self->cast_info.currentmove = &runt_move_pain_Lleg;
break;
}
case ORIENTATION_RIGHT :
{
self->cast_info.currentmove = &runt_move_pain_Rleg;
break;
}
}
}
else if (mdx_part == PART_HEAD)
{
self->cast_info.currentmove = &runt_move_pain_head;
}
}
}
// =========================================================================
/*QUAKED cast_runt (1 .5 0) (-16 -16 -24) (16 16 48) x TRIGGERED_START x x x IMMEDIATE_FOLLOW_PATH MELEE NOSHADOW
cast_group 0 neutral
cast_group 1 friendly
cast_group 2 or greater enemy
guy with the pistol
model="models\actors\runt\"
*/
void SP_cast_runt (edict_t *self)
{
int i;
char *head_skin, *body_skin, *legs_skin;
int skin;
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 48);
self->s.skinnum = (self->skin-1) * 3;
if (!self->art_skins)
{ // use default skins
self->art_skins = "001 001 001";
}
if (self->art_skins)
{
// convert spaces to NULL's
for (i=0; i<11; i++)
if (self->art_skins[i] == ' ')
self->art_skins[i] = '\0';
head_skin = &self->art_skins[0];
body_skin = &self->art_skins[4];
legs_skin = &self->art_skins[8];
}
else
{
head_skin = body_skin = legs_skin = NULL;
}
// ------------------------------------------------------------------------
// initialize all model_part data
memset(&(self->s.model_parts[0]), 0, sizeof(model_part_t) * MAX_MODEL_PARTS);
self->s.num_parts++;
self->s.model_parts[PART_HEAD].modelindex = gi.modelindex("models/actors/runt/head.mdx");
if (head_skin)
{
skin = gi.skinindex( self->s.model_parts[PART_HEAD].modelindex, head_skin );
}
else
skin = self->s.skinnum;
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_HEAD].baseskin = self->s.model_parts[PART_HEAD].skinnum[i] = skin;
gi.GetObjectBounds( "models/actors/runt/head.mdx", &self->s.model_parts[PART_HEAD] );
self->s.num_parts++;
self->s.model_parts[PART_LEGS].modelindex = gi.modelindex("models/actors/runt/legs.mdx");
if (head_skin)
skin = gi.skinindex( self->s.model_parts[PART_LEGS].modelindex, legs_skin );
else
skin = self->s.skinnum;
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_LEGS].baseskin = self->s.model_parts[PART_LEGS].skinnum[i] = skin;
gi.GetObjectBounds( "models/actors/runt/legs.mdx", &self->s.model_parts[PART_LEGS] );
self->s.num_parts++;
self->s.model_parts[PART_BODY].modelindex = gi.modelindex("models/actors/runt/body.mdx");
if (head_skin)
skin = gi.skinindex( self->s.model_parts[PART_BODY].modelindex, body_skin );
else
skin = self->s.skinnum;
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_BODY].baseskin = self->s.model_parts[PART_BODY].skinnum[i] = skin;
gi.GetObjectBounds( "models/actors/runt/body.mdx", &self->s.model_parts[PART_BODY] );
if (self->spawnflags & RUNT_MELEE)
{
self->s.num_parts++;
self->s.model_parts[PART_GUN].modelindex = gi.modelindex("models/actors/runt/pipe.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_GUN].baseskin = self->s.model_parts[PART_GUN].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/pipe.mdx", &self->s.model_parts[PART_GUN] );
self->cast_info.aiflags |= AI_MELEE;
}
else
{
if (self->name_index == NAME_KINGPIN)
{
self->s.num_parts++;
self->s.model_parts[PART_GUN].modelindex = gi.modelindex("models/actors/runt/R_king_Pstl.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_GUN].baseskin = self->s.model_parts[PART_GUN].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/R_pstl.mdx", &self->s.model_parts[PART_GUN] );
// the guns should not be visible until we go to use them
self->s.model_parts[PART_GUN].invisible_objects = (1<<0 | 1<<1);
self->s.num_parts++;
self->s.model_parts[PART_GUN2].modelindex = gi.modelindex("models/actors/runt/L_king_Pstl.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_GUN2].baseskin = self->s.model_parts[PART_GUN2].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/L_pstl.mdx", &self->s.model_parts[PART_GUN2] );
// the guns should not be visible until we go to use them
self->s.model_parts[PART_GUN].invisible_objects = (1<<0 | 1<<1);
self->s.model_parts[PART_GUN2].invisible_objects = (1<<0 | 1<<1);
}
else
{
self->s.num_parts++;
self->s.model_parts[PART_GUN].modelindex = gi.modelindex("models/actors/runt/R_pstl.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_GUN].baseskin = self->s.model_parts[PART_GUN].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/R_pstl.mdx", &self->s.model_parts[PART_GUN] );
// the guns should not be visible until we go to use them
self->s.model_parts[PART_GUN].invisible_objects = (1<<0 | 1<<1);
self->s.num_parts++;
self->s.model_parts[PART_GUN2].modelindex = gi.modelindex("models/actors/runt/L_pstl.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_GUN2].baseskin = self->s.model_parts[PART_GUN2].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/L_pstl.mdx", &self->s.model_parts[PART_GUN2] );
// the guns should not be visible until we go to use them
self->s.model_parts[PART_GUN].invisible_objects = (1<<0 | 1<<1);
self->s.model_parts[PART_GUN2].invisible_objects = (1<<0 | 1<<1);
}
}
if (self->count & 1) // cigar
{
self->s.num_parts++;
self->s.model_parts[PART_CIGAR].modelindex = gi.modelindex("models/actors/runt/cigar.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_CIGAR].baseskin = self->s.model_parts[PART_CIGAR].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/cigar.mdx", &self->s.model_parts[PART_CIGAR] );
}
if (self->count & 2) // fedora hat
{
self->s.num_parts++;
self->s.model_parts[PART_HAT].modelindex = gi.modelindex("models/actors/runt/fedora.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_HAT].baseskin = self->s.model_parts[PART_HAT].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/fedora.mdx", &self->s.model_parts[PART_HAT] );
}
else if (self->count & 4) // stetson hat
{
self->s.num_parts++;
self->s.model_parts[PART_HAT].modelindex = gi.modelindex("models/actors/runt/stetson.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_HAT].baseskin = self->s.model_parts[PART_HAT].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/stetson.mdx", &self->s.model_parts[PART_HAT] );
}
else if (self->count & 8) // cap (hat)
{
self->s.num_parts++;
self->s.model_parts[PART_HAT].modelindex = gi.modelindex("models/actors/runt/cap.mdx");
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_HAT].baseskin = self->s.model_parts[PART_HAT].skinnum[i] = 0;
gi.GetObjectBounds( "models/actors/runt/cap.mdx", &self->s.model_parts[PART_HAT] );
}
// remove NULL's
if (self->art_skins)
self->art_skins[3] = self->art_skins[7] = ' ';
// ------------------------------------------------------------------------
if (!self->health)
self->health = 100;
self->gib_health = -200;
self->mass = 200;
self->gender = GENDER_MALE;
self->pain = runt_pain;
self->die = runt_die;
self->cast_info.checkattack = AI_CheckAttack;
self->cast_info.attack = runt_attack;
self->cast_info.long_attack = runt_long_attack;
self->cast_info.talk = runt_talk;
self->cast_info.avoid = runt_avoid;
self->cast_info.backoff = runt_backoff;
self->cast_info.catch_fire = runt_catch_fire;
self->cast_info.max_attack_distance = 2000;
self->cast_info.move_stand = &runt_move_amb_stand;
self->cast_info.move_crstand = &runt_move_crch_amb_sdt;
self->cast_info.move_run = &runt_move_run_guns_dn;
self->cast_info.move_runwalk = &runt_move_walk_guns_dn;
self->cast_info.move_crwalk = &runt_move_crouch_walk;
self->cast_info.move_jump = &runt_move_jump;
self->cast_info.move_avoid_walk = &runt_move_avoid_walk;
self->cast_info.move_avoid_run = &runt_move_avoid_run;
self->cast_info.move_avoid_reverse_walk = &runt_move_avoid_reverse_walk;
self->cast_info.move_avoid_reverse_run = &runt_move_avoid_reverse_run;
self->cast_info.move_avoid_crwalk = &runt_move_crouch_avoid_walk;
self->cast_info.move_crouch_down = &runt_move_crouch_dn;
self->cast_info.move_stand_up = &runt_move_stand_up;
self->cast_info.move_lside_step = &runt_move_lside_step;
self->cast_info.move_rside_step = &runt_move_rside_step;
// self->cast_info.move_start_climb = &runt_move_st_clmb;
self->cast_info.move_start_climb = &runt_move_clmb_loop;
self->cast_info.move_end_climb = &runt_move_clmb_jmp;
self->cast_info.move_evade = &runt_move_evade;
if (self->moral > 2)
self->cast_info.move_stand_evade = &runt_move_evade_stand2;
else
self->cast_info.move_stand_evade = &runt_move_evade_stand;
gi.linkentity (self);
self->cast_info.currentmove = self->cast_info.move_stand;
if (!self->cast_info.scale)
self->cast_info.scale = MODEL_SCALE;
self->s.scale = self->cast_info.scale - 1.0;
// talk by default
self->cast_info.aiflags |= AI_TALK;
walking_cast_start (self);
if (!self->acc)
self->acc = 2;
if (self->spawnflags & 128)
self->s.renderfx2 |= RF2_NOSHADOW;
}