#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; is.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; is.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; is.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; is.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; is.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; is.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; is.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; is.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; is.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; is.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; is.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; is.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; }