cleanup gunner/ and add sanity checks

This commit is contained in:
Yamagi Burmeister 2011-10-09 15:48:03 +00:00
parent fbf51542fb
commit 7442bb1b98
2 changed files with 756 additions and 472 deletions

View file

@ -1,34 +1,32 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
==============================================================================
GUNNER
==============================================================================
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Gunner.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "gunner.h"
static int sound_pain;
static int sound_pain2;
static int sound_death;
@ -37,22 +35,38 @@ static int sound_open;
static int sound_search;
static int sound_sight;
void gunner_idlesound (edict_t *self)
void
gunner_idlesound(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void gunner_sight (edict_t *self, edict_t *other)
void
gunner_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void gunner_search (edict_t *self)
void
gunner_search(edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
qboolean visible(edict_t *self, edict_t *other);
void GunnerGrenade(edict_t *self);
@ -60,11 +74,9 @@ void GunnerFire (edict_t *self);
void gunner_fire_chain(edict_t *self);
void gunner_refire_chain(edict_t *self);
void gunner_stand(edict_t *self);
mframe_t gunner_frames_fidget [] =
{
mframe_t gunner_frames_fidget[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -119,18 +131,35 @@ mframe_t gunner_frames_fidget [] =
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};
void gunner_fidget (edict_t *self)
mmove_t gunner_move_fidget =
{
FRAME_stand31,
FRAME_stand70,
gunner_frames_fidget,
gunner_stand
};
void
gunner_fidget(edict_t *self)
{
if (!self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
return;
if (random() <= 0.05)
self->monsterinfo.currentmove = &gunner_move_fidget;
}
mframe_t gunner_frames_stand [] =
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
return;
}
if (random() <= 0.05)
{
self->monsterinfo.currentmove = &gunner_move_fidget;
}
}
mframe_t gunner_frames_stand[] = {
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
@ -164,16 +193,27 @@ mframe_t gunner_frames_stand [] =
{ai_stand, 0, NULL},
{ai_stand, 0, gunner_fidget}
};
mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};
void gunner_stand (edict_t *self)
mmove_t gunner_move_stand =
{
FRAME_stand01,
FRAME_stand30,
gunner_frames_stand,
NULL
};
void
gunner_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gunner_move_stand;
}
mframe_t gunner_frames_walk [] =
{
mframe_t gunner_frames_walk[] = {
{ai_walk, 0, NULL},
{ai_walk, 3, NULL},
{ai_walk, 4, NULL},
@ -188,15 +228,27 @@ mframe_t gunner_frames_walk [] =
{ai_walk, 7, NULL},
{ai_walk, 4, NULL}
};
mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};
void gunner_walk (edict_t *self)
mmove_t gunner_move_walk =
{
FRAME_walk07,
FRAME_walk19,
gunner_frames_walk,
NULL
};
void
gunner_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gunner_move_walk;
}
mframe_t gunner_frames_run [] =
{
mframe_t gunner_frames_run[] = {
{ai_run, 26, NULL},
{ai_run, 9, NULL},
{ai_run, 9, NULL},
@ -207,18 +259,33 @@ mframe_t gunner_frames_run [] =
{ai_run, 6, NULL}
};
mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};
void gunner_run (edict_t *self)
mmove_t gunner_move_run =
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &gunner_move_stand;
else
self->monsterinfo.currentmove = &gunner_move_run;
FRAME_run01,
FRAME_run08,
gunner_frames_run,
NULL
};
void
gunner_run(edict_t *self)
{
if (!self)
{
return;
}
mframe_t gunner_frames_runandshoot [] =
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &gunner_move_stand;
}
else
{
self->monsterinfo.currentmove = &gunner_move_run;
}
}
mframe_t gunner_frames_runandshoot[] = {
{ai_run, 32, NULL},
{ai_run, 15, NULL},
{ai_run, 10, NULL},
@ -227,25 +294,42 @@ mframe_t gunner_frames_runandshoot [] =
{ai_run, 20, NULL}
};
mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};
void gunner_runandshoot (edict_t *self)
mmove_t gunner_move_runandshoot =
{
FRAME_runs01,
FRAME_runs06,
gunner_frames_runandshoot,
NULL
};
void
gunner_runandshoot(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gunner_move_runandshoot;
}
mframe_t gunner_frames_pain3 [] =
{
mframe_t gunner_frames_pain3[] = {
{ai_move, -3, NULL},
{ai_move, 1, NULL},
{ai_move, 1, NULL},
{ai_move, 0, NULL},
{ai_move, 1, NULL}
};
mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};
mframe_t gunner_frames_pain2 [] =
mmove_t gunner_move_pain3 =
{
FRAME_pain301,
FRAME_pain305,
gunner_frames_pain3,
gunner_run
};
mframe_t gunner_frames_pain2[] = {
{ai_move, -2, NULL},
{ai_move, 11, NULL},
{ai_move, 6, NULL},
@ -255,10 +339,16 @@ mframe_t gunner_frames_pain2 [] =
{ai_move, -2, NULL},
{ai_move, -7, NULL}
};
mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};
mframe_t gunner_frames_pain1 [] =
mmove_t gunner_move_pain2 =
{
FRAME_pain201,
FRAME_pain208,
gunner_frames_pain2,
gunner_run
};
mframe_t gunner_frames_pain1[] = {
{ai_move, 2, NULL},
{ai_move, 0, NULL},
{ai_move, -5, NULL},
@ -278,36 +368,72 @@ mframe_t gunner_frames_pain1 [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};
void gunner_pain (edict_t *self, edict_t *other, float kick, int damage)
mmove_t gunner_move_pain1 =
{
FRAME_pain101,
FRAME_pain118,
gunner_frames_pain1,
gunner_run
};
void
gunner_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)
{
return;
}
self->pain_debounce_time = level.time + 3;
if (rand() & 1)
{
gi.sound(self, CHAN_VOICE, sound_pain, 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 (damage <= 10)
self->monsterinfo.currentmove = &gunner_move_pain3;
else if (damage <= 25)
self->monsterinfo.currentmove = &gunner_move_pain2;
else
self->monsterinfo.currentmove = &gunner_move_pain1;
}
void gunner_dead (edict_t *self)
if (skill->value == 3)
{
return; /* no pain anims in nightmare */
}
if (damage <= 10)
{
self->monsterinfo.currentmove = &gunner_move_pain3;
}
else if (damage <= 25)
{
self->monsterinfo.currentmove = &gunner_move_pain2;
}
else
{
self->monsterinfo.currentmove = &gunner_move_pain1;
}
}
void
gunner_dead(edict_t *self)
{
if (!self)
{
return;
}
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
@ -316,8 +442,7 @@ void gunner_dead (edict_t *self)
gi.linkentity(self);
}
mframe_t gunner_frames_death [] =
{
mframe_t gunner_frames_death[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
@ -330,49 +455,87 @@ mframe_t gunner_frames_death [] =
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};
void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
mmove_t gunner_move_death =
{
FRAME_death01,
FRAME_death11,
gunner_frames_death,
gunner_dead
};
void
gunner_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage /* unused */,
vec3_t point)
{
int n;
if (!self)
{
return;
}
self->s.skinnum |= 1;
self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
// check for gib
/* 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);
{
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);
{
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 */
gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &gunner_move_death;
}
void gunner_duck_down (edict_t *self)
void
gunner_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;
if (skill->value >= 2)
{
if (random() > 0.5)
{
GunnerGrenade(self);
}
}
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
@ -380,24 +543,39 @@ void gunner_duck_down (edict_t *self)
gi.linkentity(self);
}
void gunner_duck_hold (edict_t *self)
void
gunner_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 gunner_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
gunner_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 gunner_frames_duck [] =
{
mframe_t gunner_frames_duck[] = {
{ai_move, 1, gunner_duck_down},
{ai_move, 1, NULL},
{ai_move, 1, gunner_duck_hold},
@ -407,26 +585,49 @@ mframe_t gunner_frames_duck [] =
{ai_move, 0, gunner_duck_up},
{ai_move, -1, NULL}
};
mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};
void gunner_dodge (edict_t *self, edict_t *attacker, float eta)
mmove_t gunner_move_duck =
{
FRAME_duck01,
FRAME_duck08,
gunner_frames_duck,
gunner_run
};
void
gunner_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 = &gunner_move_duck;
}
void gunner_opengun (edict_t *self)
void
gunner_opengun(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
}
void GunnerFire (edict_t *self)
void
GunnerFire(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
@ -434,48 +635,69 @@ void GunnerFire (edict_t *self)
vec3_t aim;
int flash_number;
if (!self)
{
return;
}
flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);
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);
// project enemy back a bit and target there
/* project enemy back a bit and target there */
VectorCopy(self->enemy->s.origin, target);
VectorMA(target, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
VectorSubtract(target, start, aim);
VectorNormalize(aim);
monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
monster_fire_bullet(self, start, aim, 3, 4,
DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
flash_number);
}
void GunnerGrenade (edict_t *self)
void
GunnerGrenade(edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t aim;
int flash_number;
if (!self)
{
return;
}
if (self->s.frame == FRAME_attak105)
{
flash_number = MZ2_GUNNER_GRENADE_1;
}
else if (self->s.frame == FRAME_attak108)
{
flash_number = MZ2_GUNNER_GRENADE_2;
}
else if (self->s.frame == FRAME_attak111)
{
flash_number = MZ2_GUNNER_GRENADE_3;
}
else
{
flash_number = MZ2_GUNNER_GRENADE_4;
}
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);
//FIXME : do a spread -225 -75 75 225 degrees around forward
VectorCopy(forward, aim);
monster_fire_grenade(self, start, aim, 50, 600, flash_number);
}
mframe_t gunner_frames_attack_chain [] =
{
mframe_t gunner_frames_attack_chain[] = {
{ai_charge, 0, gunner_opengun},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
@ -484,10 +706,16 @@ mframe_t gunner_frames_attack_chain [] =
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};
mframe_t gunner_frames_fire_chain [] =
mmove_t gunner_move_attack_chain =
{
FRAME_attak209,
FRAME_attak215,
gunner_frames_attack_chain,
gunner_fire_chain
};
mframe_t gunner_frames_fire_chain[] = {
{ai_charge, 0, GunnerFire},
{ai_charge, 0, GunnerFire},
{ai_charge, 0, GunnerFire},
@ -497,10 +725,16 @@ mframe_t gunner_frames_fire_chain [] =
{ai_charge, 0, GunnerFire},
{ai_charge, 0, GunnerFire}
};
mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};
mframe_t gunner_frames_endfire_chain [] =
mmove_t gunner_move_fire_chain =
{
FRAME_attak216,
FRAME_attak223,
gunner_frames_fire_chain,
gunner_refire_chain
};
mframe_t gunner_frames_endfire_chain[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
@ -509,10 +743,16 @@ mframe_t gunner_frames_endfire_chain [] =
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};
mframe_t gunner_frames_attack_grenade [] =
mmove_t gunner_move_endfire_chain =
{
FRAME_attak224,
FRAME_attak230,
gunner_frames_endfire_chain,
gunner_run
};
mframe_t gunner_frames_attack_grenade[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
@ -535,10 +775,23 @@ mframe_t gunner_frames_attack_grenade [] =
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};
void gunner_attack(edict_t *self)
mmove_t gunner_move_attack_grenade =
{
FRAME_attak101,
FRAME_attak121,
gunner_frames_attack_grenade,
gunner_run
};
void
gunner_attack(edict_t *self)
{
if (!self)
{
return;
}
if (range(self, self->enemy) == RANGE_MELEE)
{
self->monsterinfo.currentmove = &gunner_move_attack_chain;
@ -546,33 +799,61 @@ void gunner_attack(edict_t *self)
else
{
if (random() <= 0.5)
{
self->monsterinfo.currentmove = &gunner_move_attack_grenade;
}
else
{
self->monsterinfo.currentmove = &gunner_move_attack_chain;
}
}
}
void gunner_fire_chain(edict_t *self)
void
gunner_fire_chain(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gunner_move_fire_chain;
}
void gunner_refire_chain(edict_t *self)
void
gunner_refire_chain(edict_t *self)
{
if (!self)
{
return;
}
if (self->enemy->health > 0)
{
if (visible(self, self->enemy))
{
if (random() <= 0.5)
{
self->monsterinfo.currentmove = &gunner_move_fire_chain;
return;
}
}
}
self->monsterinfo.currentmove = &gunner_move_endfire_chain;
}
/*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
/*
* QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_gunner (edict_t *self)
void
SP_monster_gunner(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);

View file

@ -1,25 +1,28 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Gunner animations.
*
* =======================================================================
*/
// G:\quake2\baseq2\models/gunner
// This file generated by ModelGen - Do NOT Modify
#define FRAME_stand01 0
#define FRAME_stand02 1