/* * Copyright (c) ZeniMax Media Inc. * Licensed under the GNU General Public License 2.0. */ /* ======================================================================= * * Gunner. * * ======================================================================= */ #include "../../header/local.h" #include "gunner.h" static int sound_pain; static int sound_pain2; static int sound_death; static int sound_idle; static int sound_open; static int sound_search; static int sound_sight; qboolean visible(edict_t *self, edict_t *other); void GunnerGrenade(edict_t *self); 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); 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) { if (!self) { return; } gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void gunner_search(edict_t *self) { if (!self) { return; } gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } mframe_t gunner_frames_fidget[] = { {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}, {ai_stand, 0, gunner_idlesound}, {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}, {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}, {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}, {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}, {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}, {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 gunner_move_fidget = { FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand }; void gunner_fidget(edict_t *self) { if (!self) { return; } if (self->enemy) { return; } 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}, {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, gunner_fidget}, {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}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, gunner_fidget}, {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}, {ai_stand, 0, NULL}, {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) { if (!self) { return; } self->monsterinfo.currentmove = &gunner_move_stand; } mframe_t gunner_frames_walk[] = { {ai_walk, 0, NULL}, {ai_walk, 3, NULL}, {ai_walk, 4, NULL}, {ai_walk, 5, NULL}, {ai_walk, 7, NULL}, {ai_walk, 2, NULL}, {ai_walk, 6, NULL}, {ai_walk, 4, NULL}, {ai_walk, 2, NULL}, {ai_walk, 7, NULL}, {ai_walk, 5, NULL}, {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) { if (!self) { return; } self->monsterinfo.currentmove = &gunner_move_walk; } mframe_t gunner_frames_run[] = { {ai_run, 26, NULL}, {ai_run, 9, NULL}, {ai_run, 9, NULL}, {ai_run, 9, NULL}, {ai_run, 15, NULL}, {ai_run, 10, NULL}, {ai_run, 13, NULL}, {ai_run, 6, NULL} }; mmove_t gunner_move_run = { FRAME_run01, FRAME_run08, gunner_frames_run, NULL }; void gunner_run(edict_t *self) { if (!self) { return; } 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}, {ai_run, 18, NULL}, {ai_run, 8, NULL}, {ai_run, 20, NULL} }; 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[] = { {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[] = { {ai_move, -2, NULL}, {ai_move, 11, NULL}, {ai_move, 6, NULL}, {ai_move, 2, NULL}, {ai_move, -1, NULL}, {ai_move, -7, NULL}, {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[] = { {ai_move, 2, NULL}, {ai_move, 0, NULL}, {ai_move, -5, NULL}, {ai_move, 3, NULL}, {ai_move, -1, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 1, NULL}, {ai_move, 1, NULL}, {ai_move, 2, NULL}, {ai_move, 1, NULL}, {ai_move, 0, NULL}, {ai_move, -2, NULL}, {ai_move, -2, NULL}, {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 /* 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 == SKILL_HARDPLUS) { 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; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity(self); } mframe_t gunner_frames_death[] = { {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, -7, NULL}, {ai_move, -3, NULL}, {ai_move, -5, NULL}, {ai_move, 8, NULL}, {ai_move, 6, NULL}, {ai_move, 0, NULL}, {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 /* 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_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) { if (!self) { return; } if (self->monsterinfo.aiflags & AI_DUCKED) { return; } self->monsterinfo.aiflags |= AI_DUCKED; if (skill->value >= SKILL_HARD) { if (random() > 0.5) { GunnerGrenade(self); } } self->maxs[2] -= 32; self->takedamage = DAMAGE_YES; self->monsterinfo.pausetime = level.time + 1; gi.linkentity(self); } void gunner_duck_hold(edict_t *self) { if (!self) { return; } 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[] = { {ai_move, 1, gunner_duck_down}, {ai_move, 1, NULL}, {ai_move, 1, gunner_duck_hold}, {ai_move, 0, NULL}, {ai_move, -1, NULL}, {ai_move, -1, NULL}, {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 /* unsued */) { if (!self || !attacker) { return; } if (random() > 0.25) { return; } if (!self->enemy) { self->enemy = attacker; FoundTarget(self); } self->monsterinfo.currentmove = &gunner_move_duck; } 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) { vec3_t start; vec3_t forward, right; vec3_t target; 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); /* 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); } 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); VectorCopy(forward, aim); monster_fire_grenade(self, start, aim, 50, 600, flash_number); } mframe_t gunner_frames_attack_chain[] = { {ai_charge, 0, gunner_opengun}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {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[] = { {ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire}, {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[] = { {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {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[] = { {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, GunnerGrenade}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, GunnerGrenade}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, GunnerGrenade}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, GunnerGrenade}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {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) { if (!self) { return; } if (range(self, self->enemy) == RANGE_MELEE) { self->monsterinfo.currentmove = &gunner_move_attack_chain; } 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) { if (!self) { return; } self->monsterinfo.currentmove = &gunner_move_fire_chain; } 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 */ void SP_monster_gunner(edict_t *self) { if (!self) { return; } if (deathmatch->value) { G_FreeEdict(self); return; } sound_death = gi.soundindex("gunner/death1.wav"); sound_pain = gi.soundindex("gunner/gunpain2.wav"); sound_pain2 = gi.soundindex("gunner/gunpain1.wav"); sound_idle = gi.soundindex("gunner/gunidle1.wav"); sound_open = gi.soundindex("gunner/gunatck1.wav"); sound_search = gi.soundindex("gunner/gunsrch1.wav"); sound_sight = gi.soundindex("gunner/sight1.wav"); gi.soundindex("gunner/gunatck2.wav"); gi.soundindex("gunner/gunatck3.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/gunner/tris.md2"); VectorSet(self->mins, -16, -16, -24); VectorSet(self->maxs, 16, 16, 32); self->health = 175; self->gib_health = -70; self->mass = 200; self->pain = gunner_pain; self->die = gunner_die; self->monsterinfo.stand = gunner_stand; self->monsterinfo.walk = gunner_walk; self->monsterinfo.run = gunner_run; self->monsterinfo.dodge = gunner_dodge; self->monsterinfo.attack = gunner_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = gunner_sight; self->monsterinfo.search = gunner_search; gi.linkentity(self); self->monsterinfo.currentmove = &gunner_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start(self); }