Cleanup infantry and add sanity checks

This commit is contained in:
Yamagi Burmeister 2013-02-10 18:18:52 +01:00
parent bc94f1afb3
commit a9b1370e93
2 changed files with 727 additions and 507 deletions

View file

@ -1,9 +1,8 @@
/*
==============================================================================
INFANTRY
==============================================================================
/* =======================================================================
*
* Infantry.
*
* =======================================================================
*/
#include "../../header/local.h"
@ -11,7 +10,6 @@ INFANTRY
void InfantryMachineGun(edict_t *self);
static int sound_pain1;
static int sound_pain2;
static int sound_die1;
@ -25,9 +23,7 @@ static int sound_sight;
static int sound_search;
static int sound_idle;
mframe_t infantry_frames_stand [] =
{
mframe_t infantry_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -51,16 +47,26 @@ mframe_t infantry_frames_stand [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
void infantry_stand (edict_t *self)
mmove_t infantry_move_stand = {
FRAME_stand50,
FRAME_stand71,
infantry_frames_stand,
NULL
};
void
infantry_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &infantry_move_stand;
}
mframe_t infantry_frames_fidget [] =
{
mframe_t infantry_frames_fidget[] = {
{ai_stand, 1, NULL},
{ai_stand, 0, NULL},
{ai_stand, 1, NULL},
@ -111,16 +117,27 @@ mframe_t infantry_frames_fidget [] =
{ai_stand, -3, NULL},
{ai_stand, -2, NULL}
};
mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
void infantry_fidget (edict_t *self)
mmove_t infantry_move_fidget = {
FRAME_stand01,
FRAME_stand49,
infantry_frames_fidget,
infantry_stand
};
void
infantry_fidget(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &infantry_move_fidget;
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
mframe_t infantry_frames_walk [] =
{
mframe_t infantry_frames_walk[] = {
{ai_walk, 5, NULL},
{ai_walk, 4, NULL},
{ai_walk, 4, NULL},
@ -134,15 +151,26 @@ mframe_t infantry_frames_walk [] =
{ai_walk, 4, NULL},
{ai_walk, 5, NULL}
};
mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
void infantry_walk (edict_t *self)
mmove_t infantry_move_walk = {
FRAME_walk03,
FRAME_walk14,
infantry_frames_walk,
NULL
};
void
infantry_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &infantry_move_walk;
}
mframe_t infantry_frames_run [] =
{
mframe_t infantry_frames_run[] = {
{ai_run, 10, NULL},
{ai_run, 20, NULL},
{ai_run, 5, NULL},
@ -152,19 +180,33 @@ mframe_t infantry_frames_run [] =
{ai_run, 2, NULL},
{ai_run, 6, NULL}
};
mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
void infantry_run (edict_t *self)
mmove_t infantry_move_run = {
FRAME_run01,
FRAME_run08,
infantry_frames_run,
NULL
};
void
infantry_run(edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &infantry_move_stand;
else
self->monsterinfo.currentmove = &infantry_move_run;
if (!self)
{
return;
}
mframe_t infantry_frames_pain1 [] =
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &infantry_move_stand;
}
else
{
self->monsterinfo.currentmove = &infantry_move_run;
}
}
mframe_t infantry_frames_pain1[] = {
{ai_move, -3, NULL},
{ai_move, -2, NULL},
{ai_move, -1, NULL},
@ -176,10 +218,15 @@ mframe_t infantry_frames_pain1 [] =
{ai_move, 6, NULL},
{ai_move, 2, NULL}
};
mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
mframe_t infantry_frames_pain2 [] =
{
mmove_t infantry_move_pain1 = {
FRAME_pain101,
FRAME_pain110,
infantry_frames_pain1,
infantry_run
};
mframe_t infantry_frames_pain2[] = {
{ai_move, -3, NULL},
{ai_move, -3, NULL},
{ai_move, 0, NULL},
@ -191,24 +238,44 @@ mframe_t infantry_frames_pain2 [] =
{ai_move, 5, NULL},
{ai_move, 2, NULL}
};
mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
void infantry_pain (edict_t *self, edict_t *other, float kick, int damage)
mmove_t infantry_move_pain2 = {
FRAME_pain201,
FRAME_pain210,
infantry_frames_pain2,
infantry_run
};
void
infantry_pain(edict_t *self, edict_t *other /* unused */,
float kick /* unused */, int damage)
{
int n;
if (!self)
{
return;
}
if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1;
}
if (level.time < self->pain_debounce_time)
{
return;
}
self->pain_debounce_time = level.time + 3;
if (skill->value == 3)
return; // no pain anims in nightmare
{
return; /* no pain anims in nightmare */
}
n = rand() % 2;
if (n == 0)
{
self->monsterinfo.currentmove = &infantry_move_pain1;
@ -221,9 +288,7 @@ void infantry_pain (edict_t *self, edict_t *other, float kick, int damage)
}
}
vec3_t aimangles[] =
{
vec3_t aimangles[] = {
{0.0, 5.0, 0.0},
{10.0, 15.0, 0.0},
{20.0, 25.0, 0.0},
@ -238,18 +303,25 @@ vec3_t aimangles[] =
{90.0, 35.0, 0.0}
};
void InfantryMachineGun (edict_t *self)
void
InfantryMachineGun(edict_t *self)
{
vec3_t start, target;
vec3_t forward, right;
vec3_t vec;
int flash_number;
if (!self)
{
return;
}
if (self->s.frame == FRAME_attak103)
{
flash_number = MZ2_INFANTRY_MACHINEGUN_1;
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
if (self->enemy)
{
@ -268,22 +340,36 @@ void InfantryMachineGun (edict_t *self)
flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec);
AngleVectors(vec, forward, NULL, NULL);
}
monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD,
DEFAULT_BULLET_VSPREAD, flash_number);
}
void infantry_sight (edict_t *self, edict_t *other)
void
infantry_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
}
void infantry_dead (edict_t *self)
void
infantry_dead(edict_t *self)
{
if (!self)
{
return;
}
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
@ -293,8 +379,7 @@ void infantry_dead (edict_t *self)
M_FlyCheck(self);
}
mframe_t infantry_frames_death1 [] =
{
mframe_t infantry_frames_death1[] = {
{ai_move, -4, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -316,11 +401,16 @@ mframe_t infantry_frames_death1 [] =
{ai_move, -3, NULL},
{ai_move, -3, NULL}
};
mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
// Off with his head
mframe_t infantry_frames_death2 [] =
{
mmove_t infantry_move_death1 = {
FRAME_death101,
FRAME_death120,
infantry_frames_death1,
infantry_dead
};
/* Off with his head */
mframe_t infantry_frames_death2[] = {
{ai_move, 0, NULL},
{ai_move, 1, NULL},
{ai_move, 5, NULL},
@ -347,10 +437,15 @@ mframe_t infantry_frames_death2 [] =
{ai_move, 4, NULL},
{ai_move, 0, NULL}
};
mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
mframe_t infantry_frames_death3 [] =
{
mmove_t infantry_move_death2 = {
FRAME_death201,
FRAME_death225,
infantry_frames_death2,
infantry_dead
};
mframe_t infantry_frames_death3[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -361,34 +456,57 @@ mframe_t infantry_frames_death3 [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
mmove_t infantry_move_death3 = {
FRAME_death301,
FRAME_death309,
infantry_frames_death3,
infantry_dead
};
void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
void
infantry_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage,
vec3_t point /* unused */)
{
int n;
// check for gib
if (!self)
{
return;
}
/* check for gib */
if (self->health <= self->gib_health)
{
gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n = 0; n < 2; n++)
{
ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
}
for (n = 0; n < 4; n++)
{
ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
}
ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
{
return;
}
// regular death
/* regular death */
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
n = rand() % 3;
if (n == 0)
{
self->monsterinfo.currentmove = &infantry_move_death1;
@ -406,11 +524,19 @@ void infantry_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int dam
}
}
void infantry_duck_down (edict_t *self)
void
infantry_duck_down(edict_t *self)
{
if (!self)
{
if (self->monsterinfo.aiflags & AI_DUCKED)
return;
}
if (self->monsterinfo.aiflags & AI_DUCKED)
{
return;
}
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
@ -418,69 +544,120 @@ void infantry_duck_down (edict_t *self)
gi.linkentity(self);
}
void infantry_duck_hold (edict_t *self)
void
infantry_duck_hold(edict_t *self)
{
if (level.time >= self->monsterinfo.pausetime)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
if (!self)
{
return;
}
void infantry_duck_up (edict_t *self)
if (level.time >= self->monsterinfo.pausetime)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
}
else
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
}
void
infantry_duck_up(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity(self);
}
mframe_t infantry_frames_duck [] =
{
mframe_t infantry_frames_duck[] = {
{ai_move, -2, infantry_duck_down},
{ai_move, -5, infantry_duck_hold},
{ai_move, 3, NULL},
{ai_move, 4, infantry_duck_up},
{ai_move, 0, NULL}
};
mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
void infantry_dodge (edict_t *self, edict_t *attacker, float eta)
mmove_t infantry_move_duck = {
FRAME_duck01,
FRAME_duck05,
infantry_frames_duck,
infantry_run
};
void
infantry_dodge(edict_t *self, edict_t *attacker, float eta /* unused */)
{
if (!self || !attacker)
{
if (random() > 0.25)
return;
}
if (random() > 0.25)
{
return;
}
if (!self->enemy)
{
self->enemy = attacker;
}
self->monsterinfo.currentmove = &infantry_move_duck;
}
void infantry_set_firetime (edict_t *self)
void
infantry_set_firetime(edict_t *self)
{
int n;
if (!self)
{
return;
}
n = (rand() & 15) + 5;
self->monsterinfo.pausetime = level.time + n * FRAMETIME;
}
void infantry_cock_gun (edict_t *self)
void
infantry_cock_gun(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
}
void infantry_fire (edict_t *self)
void
infantry_fire(edict_t *self)
{
if (!self)
{
return;
}
InfantryMachineGun(self);
if (level.time >= self->monsterinfo.pausetime)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
}
else
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
}
mframe_t infantry_frames_attack1 [] =
{
mframe_t infantry_frames_attack1[] = {
{ai_charge, 10, infantry_set_firetime},
{ai_charge, 6, NULL},
{ai_charge, 0, infantry_fire},
@ -497,25 +674,44 @@ mframe_t infantry_frames_attack1 [] =
{ai_charge, -1, NULL},
{ai_charge, -1, NULL}
};
mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
mmove_t infantry_move_attack1 = {
FRAME_attak101,
FRAME_attak115,
infantry_frames_attack1,
infantry_run
};
void infantry_swing (edict_t *self)
void
infantry_swing(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
}
void infantry_smack (edict_t *self)
void
infantry_smack(edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, 0, 0);
if (fire_hit (self, aim, (5 + (rand() % 5)), 50))
gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
if (!self)
{
return;
}
mframe_t infantry_frames_attack2 [] =
VectorSet(aim, MELEE_DISTANCE, 0, 0);
if (fire_hit(self, aim, (5 + (rand() % 5)), 50))
{
gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
}
}
mframe_t infantry_frames_attack2[] = {
{ai_charge, 3, NULL},
{ai_charge, 6, NULL},
{ai_charge, 0, infantry_swing},
@ -525,21 +721,43 @@ mframe_t infantry_frames_attack2 [] =
{ai_charge, 6, NULL},
{ai_charge, 3, NULL},
};
mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
void infantry_attack(edict_t *self)
mmove_t infantry_move_attack2 = {
FRAME_attak201,
FRAME_attak208,
infantry_frames_attack2,
infantry_run
};
void
infantry_attack(edict_t *self)
{
if (range (self, self->enemy) == RANGE_MELEE)
self->monsterinfo.currentmove = &infantry_move_attack2;
else
self->monsterinfo.currentmove = &infantry_move_attack1;
if (!self)
{
return;
}
/*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_infantry (edict_t *self)
if (range(self, self->enemy) == RANGE_MELEE)
{
self->monsterinfo.currentmove = &infantry_move_attack2;
}
else
{
self->monsterinfo.currentmove = &infantry_move_attack1;
}
}
/*
* QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void
SP_monster_infantry(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
@ -560,7 +778,6 @@ void SP_monster_infantry (edict_t *self)
sound_search = gi.soundindex("infantry/infsrch1.wav");
sound_idle = gi.soundindex("infantry/infidle1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");

View file

@ -1,6 +1,9 @@
// G:\quake2\baseq2\models/monsters/infantry
// This file generated by ModelGen - Do NOT Modify
/* =======================================================================
*
* Infantry animations.
*
* =======================================================================
*/
#define FRAME_gun02 0
#define FRAME_stand01 1