cleanup gladiator/ and add sanity checks

This commit is contained in:
Yamagi Burmeister 2011-10-09 15:47:46 +00:00
parent 41e0b6dfdd
commit fbf51542fb
2 changed files with 463 additions and 286 deletions

View file

@ -1,34 +1,32 @@
/* /*
Copyright (C) 1997-2001 Id Software, Inc. * Copyright (C) 1997-2001 Id Software, Inc.
*
This program is free software; you can redistribute it and/or * This program is free software; you can redistribute it and/or modify
modify it under the terms of the GNU General Public License * it under the terms of the GNU General Public License as published by
as published by the Free Software Foundation; either version 2 * the Free Software Foundation; either version 2 of the License, or (at
of the License, or (at your option) any later version. * your option) any later version.
*
This program is distributed in the hope that it will be useful, * This program is distributed in the hope that it will be useful, but
but WITHOUT ANY WARRANTY; without even the implied warranty of * WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
See the GNU General Public License for more details. * See the GNU General Public License for more details.
*
You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software * along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/ *
/* * =======================================================================
============================================================================== *
* Gladiator.
GLADIATOR *
* =======================================================================
============================================================================== */
*/
#include "../../header/local.h" #include "../../header/local.h"
#include "gladiator.h" #include "gladiator.h"
static int sound_pain1; static int sound_pain1;
static int sound_pain2; static int sound_pain2;
static int sound_die; static int sound_die;
@ -40,29 +38,51 @@ static int sound_idle;
static int sound_search; static int sound_search;
static int sound_sight; static int sound_sight;
void
void gladiator_idle (edict_t *self) gladiator_idle(edict_t *self)
{ {
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
} }
void gladiator_sight (edict_t *self, edict_t *other) void
gladiator_sight(edict_t *self, edict_t *other /* unused */)
{ {
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
} }
void gladiator_search (edict_t *self) void
gladiator_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);
} }
void gladiator_cleaver_swing (edict_t *self) void
gladiator_cleaver_swing(edict_t *self)
{ {
gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
} }
mframe_t gladiator_frames_stand [] = 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},
@ -71,16 +91,26 @@ mframe_t gladiator_frames_stand [] =
{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}; mmove_t gladiator_move_stand =
void gladiator_stand (edict_t *self)
{ {
FRAME_stand1,
FRAME_stand7,
gladiator_frames_stand,
NULL
};
void
gladiator_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &gladiator_move_stand; self->monsterinfo.currentmove = &gladiator_move_stand;
} }
mframe_t gladiator_frames_walk[] = {
mframe_t gladiator_frames_walk [] =
{
{ai_walk, 15, NULL}, {ai_walk, 15, NULL},
{ai_walk, 7, NULL}, {ai_walk, 7, NULL},
{ai_walk, 6, NULL}, {ai_walk, 6, NULL},
@ -98,16 +128,27 @@ mframe_t gladiator_frames_walk [] =
{ai_walk, 1, NULL}, {ai_walk, 1, NULL},
{ai_walk, 8, NULL} {ai_walk, 8, NULL}
}; };
mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
void gladiator_walk (edict_t *self) 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; self->monsterinfo.currentmove = &gladiator_move_walk;
} }
mframe_t gladiator_frames_run[] = {
mframe_t gladiator_frames_run [] =
{
{ai_run, 23, NULL}, {ai_run, 23, NULL},
{ai_run, 14, NULL}, {ai_run, 14, NULL},
{ai_run, 14, NULL}, {ai_run, 14, NULL},
@ -115,30 +156,61 @@ mframe_t gladiator_frames_run [] =
{ai_run, 12, NULL}, {ai_run, 12, NULL},
{ai_run, 13, NULL} {ai_run, 13, NULL}
}; };
mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
void gladiator_run (edict_t *self) 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) if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &gladiator_move_stand; self->monsterinfo.currentmove = &gladiator_move_stand;
}
else else
{
self->monsterinfo.currentmove = &gladiator_move_run; self->monsterinfo.currentmove = &gladiator_move_run;
}
} }
void
void GaldiatorMelee (edict_t *self) GaldiatorMelee(edict_t *self)
{ {
vec3_t aim; vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4); if (!self)
if (fire_hit (self, aim, (20 + (rand() %5)), 300)) {
gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0); return;
}
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 else
gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0); {
gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}
} }
mframe_t gladiator_frames_attack_melee [] = 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, NULL}, {ai_charge, 0, NULL},
@ -157,32 +229,50 @@ mframe_t gladiator_frames_attack_melee [] =
{ai_charge, 0, NULL}, {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) 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; self->monsterinfo.currentmove = &gladiator_move_attack_melee;
} }
void
void GladiatorGun (edict_t *self) GladiatorGun(edict_t *self)
{ {
vec3_t start; vec3_t start;
vec3_t dir; vec3_t dir;
vec3_t forward, right; vec3_t forward, right;
AngleVectors (self->s.angles, forward, right, NULL); if (!self)
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start); {
return;
}
// calc direction to where we targted AngleVectors(self->s.angles, forward, right, NULL);
VectorSubtract (self->pos1, start, dir); G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1],
VectorNormalize (dir); forward, right, start);
monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1); /* 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 [] = mframe_t gladiator_frames_attack_gun[] = {
{
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
@ -193,29 +283,43 @@ mframe_t gladiator_frames_attack_gun [] =
{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) mmove_t gladiator_move_attack_gun =
{
FRAME_attack1,
FRAME_attack9,
gladiator_frames_attack_gun,
gladiator_run
};
void
gladiator_attack(edict_t *self)
{ {
float range; float range;
vec3_t v; vec3_t v;
// a small safe zone if (!self)
VectorSubtract (self->s.origin, self->enemy->s.origin, v); {
range = VectorLength(v);
if (range <= (MELEE_DISTANCE + 32))
return; return;
}
// charge up the railgun /* a small safe zone */
gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0); VectorSubtract(self->s.origin, self->enemy->s.origin, v);
VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot 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->pos1[2] += self->enemy->viewheight;
self->monsterinfo.currentmove = &gladiator_move_attack_gun; self->monsterinfo.currentmove = &gladiator_move_attack_gun;
} }
mframe_t gladiator_frames_pain[] = {
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},
@ -223,10 +327,16 @@ mframe_t gladiator_frames_pain [] =
{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 [] = 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},
@ -235,51 +345,83 @@ mframe_t gladiator_frames_pain_air [] =
{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, float kick, int damage) 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)) if (self->health < (self->max_health / 2))
{
self->s.skinnum = 1; self->s.skinnum = 1;
}
if (level.time < self->pain_debounce_time) if (level.time < self->pain_debounce_time)
{ {
if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain)) if ((self->velocity[2] > 100) &&
(self->monsterinfo.currentmove == &gladiator_move_pain))
{
self->monsterinfo.currentmove = &gladiator_move_pain_air; self->monsterinfo.currentmove = &gladiator_move_pain_air;
}
return; return;
} }
self->pain_debounce_time = level.time + 3; self->pain_debounce_time = level.time + 3;
if (random() < 0.5) if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); {
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
}
else else
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); {
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
if (skill->value == 3) if (skill->value == 3)
return; // no pain anims in nightmare {
return; /* no pain anims in nightmare */
}
if (self->velocity[2] > 100) if (self->velocity[2] > 100)
{
self->monsterinfo.currentmove = &gladiator_move_pain_air; self->monsterinfo.currentmove = &gladiator_move_pain_air;
}
else else
{
self->monsterinfo.currentmove = &gladiator_move_pain; self->monsterinfo.currentmove = &gladiator_move_pain;
}
} }
void
void gladiator_dead (edict_t *self) gladiator_dead(edict_t *self)
{ {
VectorSet (self->mins, -16, -16, -24); if (!self)
VectorSet (self->maxs, 16, 16, -8); {
return;
}
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS; self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER; self->svflags |= SVF_DEADMONSTER;
self->nextthink = 0; self->nextthink = 0;
gi.linkentity (self); gi.linkentity(self);
} }
mframe_t gladiator_frames_death [] = 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},
@ -303,64 +445,96 @@ mframe_t gladiator_frames_death [] =
{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, edict_t *attacker, int damage, vec3_t point) 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; int n;
// check for gib if (!self)
{
return;
}
/* check for gib */
if (self->health <= self->gib_health) if (self->health <= self->gib_health)
{ {
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); 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 < 2; n++)
for (n= 0; n < 4; n++) {
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowGib(self, "models/objects/gibs/bone/tris.md2",
ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); 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; self->deadflag = DEAD_DEAD;
return; return;
} }
if (self->deadflag == DEAD_DEAD) if (self->deadflag == DEAD_DEAD)
{
return; return;
}
// regular death /* regular death */
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD; self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES; self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &gladiator_move_death; self->monsterinfo.currentmove = &gladiator_move_death;
} }
/*
/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight * QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
*/ */
void SP_monster_gladiator (edict_t *self) void
SP_monster_gladiator(edict_t *self)
{ {
if (deathmatch->value) if (!self)
{ {
G_FreeEdict (self);
return; return;
} }
if (deathmatch->value)
{
G_FreeEdict(self);
return;
}
sound_pain1 = gi.soundindex ("gladiator/pain.wav"); sound_pain1 = gi.soundindex("gladiator/pain.wav");
sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav"); sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
sound_die = gi.soundindex ("gladiator/glddeth2.wav"); sound_die = gi.soundindex("gladiator/glddeth2.wav");
sound_gun = gi.soundindex ("gladiator/railgun.wav"); sound_gun = gi.soundindex("gladiator/railgun.wav");
sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav"); sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav"); sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav"); sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
sound_idle = gi.soundindex ("gladiator/gldidle1.wav"); sound_idle = gi.soundindex("gladiator/gldidle1.wav");
sound_search = gi.soundindex ("gladiator/gldsrch1.wav"); sound_search = gi.soundindex("gladiator/gldsrch1.wav");
sound_sight = gi.soundindex ("gladiator/sight.wav"); sound_sight = gi.soundindex("gladiator/sight.wav");
self->movetype = MOVETYPE_STEP; self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX; self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2"); self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
VectorSet (self->mins, -32, -32, -24); VectorSet(self->mins, -32, -32, -24);
VectorSet (self->maxs, 32, 32, 64); VectorSet(self->maxs, 32, 32, 64);
self->health = 400; self->health = 400;
self->gib_health = -175; self->gib_health = -175;
@ -379,10 +553,10 @@ void SP_monster_gladiator (edict_t *self)
self->monsterinfo.idle = gladiator_idle; self->monsterinfo.idle = gladiator_idle;
self->monsterinfo.search = gladiator_search; self->monsterinfo.search = gladiator_search;
gi.linkentity (self); gi.linkentity(self);
self->monsterinfo.currentmove = &gladiator_move_stand; self->monsterinfo.currentmove = &gladiator_move_stand;
self->monsterinfo.scale = MODEL_SCALE; self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self); walkmonster_start(self);
} }

View file

@ -1,25 +1,28 @@
/* /*
Copyright (C) 1997-2001 Id Software, Inc. * Copyright (C) 1997-2001 Id Software, Inc.
*
This program is free software; you can redistribute it and/or * This program is free software; you can redistribute it and/or modify
modify it under the terms of the GNU General Public License * it under the terms of the GNU General Public License as published by
as published by the Free Software Foundation; either version 2 * the Free Software Foundation; either version 2 of the License, or (at
of the License, or (at your option) any later version. * your option) any later version.
*
This program is distributed in the hope that it will be useful, * This program is distributed in the hope that it will be useful, but
but WITHOUT ANY WARRANTY; without even the implied warranty of * WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
See the GNU General Public License for more details. * See the GNU General Public License for more details.
*
You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software * along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/ *
// G:\quake2\baseq2\models/monsters/gladiatr * =======================================================================
*
// This file generated by ModelGen - Do NOT Modify * Gladiator animations.
*
* =======================================================================
*/
#define FRAME_stand1 0 #define FRAME_stand1 0
#define FRAME_stand2 1 #define FRAME_stand2 1