yquake2remaster/original/xatrix/monster/berserker/berserker.c

563 lines
9.8 KiB
C

/*
* Copyright (c) ZeniMax Media Inc.
* Licensed under the GNU General Public License 2.0.
*/
/* =======================================================================
*
* The berserker.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "berserker.h"
static int sound_pain;
static int sound_die;
static int sound_idle;
static int sound_punch;
static int sound_sight;
static int sound_search;
void
berserk_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void
berserk_search(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}
void berserk_fidget(edict_t *self);
mframe_t berserk_frames_stand[] = {
{ai_stand, 0, berserk_fidget},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL}
};
mmove_t berserk_move_stand = {
FRAME_stand1,
FRAME_stand5,
berserk_frames_stand,
NULL
};
void
berserk_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &berserk_move_stand;
}
mframe_t berserk_frames_stand_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, 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 berserk_move_stand_fidget = {
FRAME_standb1,
FRAME_standb20,
berserk_frames_stand_fidget,
berserk_stand
};
void
berserk_fidget(edict_t *self)
{
if (!self)
{
return;
}
if (self->enemy)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
return;
}
if (random() > 0.15)
{
return;
}
self->monsterinfo.currentmove = &berserk_move_stand_fidget;
gi.sound(self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
}
mframe_t berserk_frames_walk[] = {
{ai_walk, 9.1, NULL},
{ai_walk, 6.3, NULL},
{ai_walk, 4.9, NULL},
{ai_walk, 6.7, NULL},
{ai_walk, 6.0, NULL},
{ai_walk, 8.2, NULL},
{ai_walk, 7.2, NULL},
{ai_walk, 6.1, NULL},
{ai_walk, 4.9, NULL},
{ai_walk, 4.7, NULL},
{ai_walk, 4.7, NULL},
{ai_walk, 4.8, NULL}
};
mmove_t berserk_move_walk = {
FRAME_walkc1,
FRAME_walkc11,
berserk_frames_walk,
NULL
};
void
berserk_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &berserk_move_walk;
}
mframe_t berserk_frames_run1[] = {
{ai_run, 21, NULL},
{ai_run, 11, NULL},
{ai_run, 21, NULL},
{ai_run, 25, NULL},
{ai_run, 18, NULL},
{ai_run, 19, NULL}
};
mmove_t berserk_move_run1 = {
FRAME_run1,
FRAME_run6,
berserk_frames_run1,
NULL
};
void
berserk_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &berserk_move_stand;
}
else
{
self->monsterinfo.currentmove = &berserk_move_run1;
}
}
void
berserk_attack_spike(edict_t *self)
{
static vec3_t aim = {MELEE_DISTANCE, 0, -24};
if (!self)
{
return;
}
fire_hit(self, aim, (15 + (rand() % 6)), 400); /* Faster attack -- upwards and backwards */
}
void
berserk_swing(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
}
mframe_t berserk_frames_attack_spike[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, berserk_swing},
{ai_charge, 0, berserk_attack_spike},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t berserk_move_attack_spike = {
FRAME_att_c1,
FRAME_att_c8,
berserk_frames_attack_spike,
berserk_run
};
void
berserk_attack_club(edict_t *self)
{
vec3_t aim;
if (!self)
{
return;
}
VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
fire_hit(self, aim, (5 + (rand() % 6)), 400); /* Slower attack */
}
mframe_t berserk_frames_attack_club[] = {
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, berserk_swing},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, berserk_attack_club},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL}
};
mmove_t berserk_move_attack_club = {
FRAME_att_c9,
FRAME_att_c20,
berserk_frames_attack_club,
berserk_run
};
void
berserk_strike(edict_t *self)
{
/* Unused, but removal is
very PITA. Let it be... */
}
mframe_t berserk_frames_attack_strike[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, berserk_swing},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, berserk_strike},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 9.7, NULL},
{ai_move, 13.6, NULL}
};
mmove_t berserk_move_attack_strike = {
FRAME_att_c21,
FRAME_att_c34,
berserk_frames_attack_strike,
berserk_run
};
void
berserk_melee(edict_t *self)
{
if (!self)
{
return;
}
if ((rand() % 2) == 0)
{
self->monsterinfo.currentmove = &berserk_move_attack_spike;
}
else
{
self->monsterinfo.currentmove = &berserk_move_attack_club;
}
}
mframe_t berserk_frames_pain1[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t berserk_move_pain1 = {
FRAME_painc1,
FRAME_painc4,
berserk_frames_pain1,
berserk_run
};
mframe_t berserk_frames_pain2[] = {
{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 berserk_move_pain2 = {
FRAME_painb1,
FRAME_painb20,
berserk_frames_pain2,
berserk_run
};
void
berserk_pain(edict_t *self, edict_t *other /* unsued */,
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;
gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
if (skill->value == SKILL_HARDPLUS)
{
return; /* no pain anims in nightmare */
}
if ((damage < 20) || (random() < 0.5))
{
self->monsterinfo.currentmove = &berserk_move_pain1;
}
else
{
self->monsterinfo.currentmove = &berserk_move_pain2;
}
}
void
berserk_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 berserk_frames_death1[] = {
{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 berserk_move_death1 = {
FRAME_death1,
FRAME_death13,
berserk_frames_death1,
berserk_dead
};
mframe_t berserk_frames_death2[] = {
{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 berserk_move_death2 = {
FRAME_deathc1,
FRAME_deathc8,
berserk_frames_death2,
berserk_dead
};
void
berserk_die(edict_t *self, edict_t *inflictor /* unsued */, edict_t *attacker /* unused */,
int damage, vec3_t point /* unused */)
{
int n;
if (!self)
{
return;
}
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;
}
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
if (damage >= 50)
{
self->monsterinfo.currentmove = &berserk_move_death1;
}
else
{
self->monsterinfo.currentmove = &berserk_move_death2;
}
}
/*
* QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void
SP_monster_berserk(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
return;
}
/* pre-caches */
sound_pain = gi.soundindex("berserk/berpain2.wav");
sound_die = gi.soundindex("berserk/berdeth2.wav");
sound_idle = gi.soundindex("berserk/beridle1.wav");
sound_punch = gi.soundindex("berserk/attack.wav");
sound_search = gi.soundindex("berserk/bersrch1.wav");
sound_sight = gi.soundindex("berserk/sight.wav");
self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, 32);
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->health = 240;
self->gib_health = -60;
self->mass = 250;
self->pain = berserk_pain;
self->die = berserk_die;
self->monsterinfo.stand = berserk_stand;
self->monsterinfo.walk = berserk_walk;
self->monsterinfo.run = berserk_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = NULL;
self->monsterinfo.melee = berserk_melee;
self->monsterinfo.sight = berserk_sight;
self->monsterinfo.search = berserk_search;
self->monsterinfo.currentmove = &berserk_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
gi.linkentity(self);
walkmonster_start(self);
}