yquake2remaster/original/xatrix/monster/gunner/gunner.c

869 lines
15 KiB
C

/*
* 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);
}