mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-03-09 02:41:07 +00:00
563 lines
9.8 KiB
C
563 lines
9.8 KiB
C
/*
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* Copyright (c) ZeniMax Media Inc.
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* Licensed under the GNU General Public License 2.0.
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*/
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/* =======================================================================
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*
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* The berserker.
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*
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* =======================================================================
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*/
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#include "../../header/local.h"
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#include "berserker.h"
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static int sound_pain;
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static int sound_die;
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static int sound_idle;
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static int sound_punch;
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static int sound_sight;
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static int sound_search;
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void
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berserk_sight(edict_t *self, edict_t *other /* unused */)
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{
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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void
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berserk_search(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
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}
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void berserk_fidget(edict_t *self);
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mframe_t berserk_frames_stand[] = {
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{ai_stand, 0, berserk_fidget},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t berserk_move_stand = {
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FRAME_stand1,
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FRAME_stand5,
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berserk_frames_stand,
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NULL
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};
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void
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berserk_stand(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &berserk_move_stand;
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}
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mframe_t berserk_frames_stand_fidget[] = {
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL},
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{ai_stand, 0, NULL}
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};
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mmove_t berserk_move_stand_fidget = {
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FRAME_standb1,
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FRAME_standb20,
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berserk_frames_stand_fidget,
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berserk_stand
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};
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void
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berserk_fidget(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (self->enemy)
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{
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return;
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}
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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return;
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}
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if (random() > 0.15)
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{
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return;
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}
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self->monsterinfo.currentmove = &berserk_move_stand_fidget;
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gi.sound(self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
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}
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mframe_t berserk_frames_walk[] = {
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{ai_walk, 9.1, NULL},
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{ai_walk, 6.3, NULL},
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{ai_walk, 4.9, NULL},
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{ai_walk, 6.7, NULL},
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{ai_walk, 6.0, NULL},
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{ai_walk, 8.2, NULL},
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{ai_walk, 7.2, NULL},
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{ai_walk, 6.1, NULL},
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{ai_walk, 4.9, NULL},
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{ai_walk, 4.7, NULL},
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{ai_walk, 4.7, NULL},
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{ai_walk, 4.8, NULL}
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};
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mmove_t berserk_move_walk = {
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FRAME_walkc1,
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FRAME_walkc11,
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berserk_frames_walk,
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NULL
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};
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void
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berserk_walk(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.currentmove = &berserk_move_walk;
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}
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mframe_t berserk_frames_run1[] = {
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{ai_run, 21, NULL},
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{ai_run, 11, NULL},
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{ai_run, 21, NULL},
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{ai_run, 25, NULL},
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{ai_run, 18, NULL},
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{ai_run, 19, NULL}
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};
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mmove_t berserk_move_run1 = {
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FRAME_run1,
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FRAME_run6,
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berserk_frames_run1,
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NULL
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};
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void
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berserk_run(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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{
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self->monsterinfo.currentmove = &berserk_move_stand;
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}
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else
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{
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self->monsterinfo.currentmove = &berserk_move_run1;
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}
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}
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void
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berserk_attack_spike(edict_t *self)
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{
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static vec3_t aim = {MELEE_DISTANCE, 0, -24};
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if (!self)
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{
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return;
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}
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fire_hit(self, aim, (15 + (rand() % 6)), 400); /* Faster attack -- upwards and backwards */
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}
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void
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berserk_swing(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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gi.sound(self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
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}
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mframe_t berserk_frames_attack_spike[] = {
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, berserk_swing},
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{ai_charge, 0, berserk_attack_spike},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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};
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mmove_t berserk_move_attack_spike = {
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FRAME_att_c1,
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FRAME_att_c8,
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berserk_frames_attack_spike,
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berserk_run
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};
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void
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berserk_attack_club(edict_t *self)
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{
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vec3_t aim;
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if (!self)
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{
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return;
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}
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VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
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fire_hit(self, aim, (5 + (rand() % 6)), 400); /* Slower attack */
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}
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mframe_t berserk_frames_attack_club[] = {
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, berserk_swing},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, berserk_attack_club},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL},
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{ai_charge, 0, NULL}
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};
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mmove_t berserk_move_attack_club = {
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FRAME_att_c9,
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FRAME_att_c20,
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berserk_frames_attack_club,
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berserk_run
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};
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void
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berserk_strike(edict_t *self)
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{
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/* Unused, but removal is
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very PITA. Let it be... */
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}
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mframe_t berserk_frames_attack_strike[] = {
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, berserk_swing},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, berserk_strike},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 9.7, NULL},
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{ai_move, 13.6, NULL}
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};
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mmove_t berserk_move_attack_strike = {
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FRAME_att_c21,
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FRAME_att_c34,
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berserk_frames_attack_strike,
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berserk_run
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};
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void
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berserk_melee(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if ((rand() % 2) == 0)
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{
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self->monsterinfo.currentmove = &berserk_move_attack_spike;
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}
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else
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{
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self->monsterinfo.currentmove = &berserk_move_attack_club;
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}
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}
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mframe_t berserk_frames_pain1[] = {
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t berserk_move_pain1 = {
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FRAME_painc1,
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FRAME_painc4,
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berserk_frames_pain1,
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berserk_run
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};
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mframe_t berserk_frames_pain2[] = {
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t berserk_move_pain2 = {
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FRAME_painb1,
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FRAME_painb20,
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berserk_frames_pain2,
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berserk_run
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};
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void
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berserk_pain(edict_t *self, edict_t *other /* unsued */,
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float kick /* unused */, int damage)
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{
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if (!self)
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{
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return;
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}
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if (self->health < (self->max_health / 2))
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{
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self->s.skinnum = 1;
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}
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if (level.time < self->pain_debounce_time)
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{
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return;
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}
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self->pain_debounce_time = level.time + 3;
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gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
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if (skill->value == SKILL_HARDPLUS)
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{
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return; /* no pain anims in nightmare */
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}
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if ((damage < 20) || (random() < 0.5))
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{
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self->monsterinfo.currentmove = &berserk_move_pain1;
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}
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else
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{
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self->monsterinfo.currentmove = &berserk_move_pain2;
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}
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}
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void
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berserk_dead(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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VectorSet(self->mins, -16, -16, -24);
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VectorSet(self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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self->nextthink = 0;
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gi.linkentity(self);
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}
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mframe_t berserk_frames_death1[] = {
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t berserk_move_death1 = {
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FRAME_death1,
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FRAME_death13,
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berserk_frames_death1,
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berserk_dead
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};
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mframe_t berserk_frames_death2[] = {
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL},
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{ai_move, 0, NULL}
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};
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mmove_t berserk_move_death2 = {
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FRAME_deathc1,
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FRAME_deathc8,
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berserk_frames_death2,
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berserk_dead
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};
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void
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berserk_die(edict_t *self, edict_t *inflictor /* unsued */, edict_t *attacker /* unused */,
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int damage, vec3_t point /* unused */)
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{
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int n;
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if (!self)
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{
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return;
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}
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if (self->health <= self->gib_health)
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{
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gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
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for (n = 0; n < 2; n++)
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{
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ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
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}
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for (n = 0; n < 4; n++)
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{
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ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
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}
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ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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{
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return;
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}
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gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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if (damage >= 50)
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{
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self->monsterinfo.currentmove = &berserk_move_death1;
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}
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else
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{
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self->monsterinfo.currentmove = &berserk_move_death2;
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}
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}
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/*
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* QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
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*/
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void
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SP_monster_berserk(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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if (deathmatch->value)
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{
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G_FreeEdict(self);
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return;
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}
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/* pre-caches */
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sound_pain = gi.soundindex("berserk/berpain2.wav");
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sound_die = gi.soundindex("berserk/berdeth2.wav");
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sound_idle = gi.soundindex("berserk/beridle1.wav");
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sound_punch = gi.soundindex("berserk/attack.wav");
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sound_search = gi.soundindex("berserk/bersrch1.wav");
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sound_sight = gi.soundindex("berserk/sight.wav");
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self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
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VectorSet(self->mins, -16, -16, -24);
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VectorSet(self->maxs, 16, 16, 32);
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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self->health = 240;
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self->gib_health = -60;
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self->mass = 250;
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self->pain = berserk_pain;
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self->die = berserk_die;
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self->monsterinfo.stand = berserk_stand;
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self->monsterinfo.walk = berserk_walk;
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self->monsterinfo.run = berserk_run;
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self->monsterinfo.dodge = NULL;
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self->monsterinfo.attack = NULL;
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self->monsterinfo.melee = berserk_melee;
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self->monsterinfo.sight = berserk_sight;
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self->monsterinfo.search = berserk_search;
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self->monsterinfo.currentmove = &berserk_move_stand;
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self->monsterinfo.scale = MODEL_SCALE;
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gi.linkentity(self);
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walkmonster_start(self);
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}
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