xatrix/src/monster/gladiator/gladiator.c
Yamagi Burmeister 00f0bb8df1 Remove superfluous whitespaces and end of lines
With this commit 'xatrix' is cleaned up. Every single line was audited,
many bugs removed and hundered of sanity checks added. Additionally the
code was reformated. All in all 'Xatrix' should now be much more
reliable and for the first time in ~15 years completeable without any
crashes, logic bugs or the like. Until now about 130 hours spread over
more than a year were spend for this project.

Of course this code is totaly untested. The next step is testing,
testing and testing. After that the spawn points needs to be fixed
so that all maps can pe started by "map $mapname".
2013-02-12 18:49:17 +01:00

531 lines
9.8 KiB
C

/* =======================================================================
*
* Gladiator.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "gladiator.h"
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_gun;
static int sound_cleaver_swing;
static int sound_cleaver_hit;
static int sound_cleaver_miss;
static int sound_idle;
static int sound_search;
static int sound_sight;
void
gladiator_idle(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void
gladiator_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void
gladiator_search(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void
gladiator_cleaver_swing(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}
mframe_t gladiator_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t gladiator_move_stand = {
FRAME_stand1,
FRAME_stand7,
gladiator_frames_stand,
NULL
};
void
gladiator_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_stand;
}
mframe_t gladiator_frames_walk[] = {
{ai_walk, 15, NULL},
{ai_walk, 7, NULL},
{ai_walk, 6, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 0, NULL},
{ai_walk, 2, NULL},
{ai_walk, 8, NULL},
{ai_walk, 12, NULL},
{ai_walk, 8, NULL},
{ai_walk, 5, NULL},
{ai_walk, 5, NULL},
{ai_walk, 2, NULL},
{ai_walk, 2, NULL},
{ai_walk, 1, NULL},
{ai_walk, 8, NULL}
};
mmove_t gladiator_move_walk = {
FRAME_walk1,
FRAME_walk16,
gladiator_frames_walk,
NULL
};
void
gladiator_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_walk;
}
mframe_t gladiator_frames_run[] = {
{ai_run, 23, NULL},
{ai_run, 14, NULL},
{ai_run, 14, NULL},
{ai_run, 21, NULL},
{ai_run, 12, NULL},
{ai_run, 13, NULL}
};
mmove_t gladiator_move_run = {
FRAME_run1,
FRAME_run6,
gladiator_frames_run,
NULL
};
void
gladiator_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &gladiator_move_stand;
}
else
{
self->monsterinfo.currentmove = &gladiator_move_run;
}
}
void
GaldiatorMelee(edict_t *self)
{
vec3_t aim;
if (!self)
{
return;
}
VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
if (fire_hit(self, aim, (20 + (rand() % 5)), 300))
{
gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
}
else
{
gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}
}
mframe_t gladiator_frames_attack_melee[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, gladiator_cleaver_swing},
{ai_charge, 0, NULL},
{ai_charge, 0, GaldiatorMelee},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, gladiator_cleaver_swing},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, GaldiatorMelee},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gladiator_move_attack_melee = {
FRAME_melee1,
FRAME_melee17,
gladiator_frames_attack_melee,
gladiator_run
};
void
gladiator_melee(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_attack_melee;
}
void
GladiatorGun(edict_t *self)
{
vec3_t start;
vec3_t dir;
vec3_t forward, right;
if (!self)
{
return;
}
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1],
forward, right, start);
/* calc direction to where we targted */
VectorSubtract(self->pos1, start, dir);
VectorNormalize(dir);
monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
}
mframe_t gladiator_frames_attack_gun[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, GladiatorGun},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gladiator_move_attack_gun = {
FRAME_attack1,
FRAME_attack9,
gladiator_frames_attack_gun,
gladiator_run
};
void
gladiator_attack(edict_t *self)
{
float range;
vec3_t v;
if (!self)
{
return;
}
/* a small safe zone */
VectorSubtract(self->s.origin, self->enemy->s.origin, v);
range = VectorLength(v);
if (range <= (MELEE_DISTANCE + 32))
{
return;
}
/* charge up the railgun */
gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
VectorCopy(self->enemy->s.origin, self->pos1); /* save for aiming the shot */
self->pos1[2] += self->enemy->viewheight;
self->monsterinfo.currentmove = &gladiator_move_attack_gun;
}
mframe_t gladiator_frames_pain[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gladiator_move_pain = {
FRAME_pain1,
FRAME_pain6,
gladiator_frames_pain,
gladiator_run
};
mframe_t gladiator_frames_pain_air[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gladiator_move_pain_air = {
FRAME_painup1,
FRAME_painup7,
gladiator_frames_pain_air,
gladiator_run
};
void
gladiator_pain(edict_t *self, edict_t *other /* unused */,
float kick /* unused */, int damage)
{
if (!self)
{
return;
}
if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1;
}
if (level.time < self->pain_debounce_time)
{
if ((self->velocity[2] > 100) &&
(self->monsterinfo.currentmove == &gladiator_move_pain))
{
self->monsterinfo.currentmove = &gladiator_move_pain_air;
}
return;
}
self->pain_debounce_time = level.time + 3;
if (random() < 0.5)
{
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
}
else
{
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
if (skill->value == 3)
{
return; /* no pain anims in nightmare */
}
if (self->velocity[2] > 100)
{
self->monsterinfo.currentmove = &gladiator_move_pain_air;
}
else
{
self->monsterinfo.currentmove = &gladiator_move_pain;
}
}
void
gladiator_dead(edict_t *self)
{
if (!self)
{
return;
}
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0;
gi.linkentity(self);
}
mframe_t gladiator_frames_death[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gladiator_move_death = {
FRAME_death1,
FRAME_death22,
gladiator_frames_death,
gladiator_dead
};
void
gladiator_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage /*unused */,
vec3_t point)
{
int n;
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 */
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &gladiator_move_death;
}
/*
* QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/
void
SP_monster_gladiator(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
return;
}
sound_pain1 = gi.soundindex("gladiator/pain.wav");
sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
sound_die = gi.soundindex("gladiator/glddeth2.wav");
sound_gun = gi.soundindex("gladiator/railgun.wav");
sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
sound_idle = gi.soundindex("gladiator/gldidle1.wav");
sound_search = gi.soundindex("gladiator/gldsrch1.wav");
sound_sight = gi.soundindex("gladiator/sight.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
VectorSet(self->mins, -32, -32, -24);
VectorSet(self->maxs, 32, 32, 64);
self->health = 400;
self->gib_health = -175;
self->mass = 400;
self->pain = gladiator_pain;
self->die = gladiator_die;
self->monsterinfo.stand = gladiator_stand;
self->monsterinfo.walk = gladiator_walk;
self->monsterinfo.run = gladiator_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = gladiator_attack;
self->monsterinfo.melee = gladiator_melee;
self->monsterinfo.sight = gladiator_sight;
self->monsterinfo.idle = gladiator_idle;
self->monsterinfo.search = gladiator_search;
gi.linkentity(self);
self->monsterinfo.currentmove = &gladiator_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
}