yquake2remaster/original/xatrix/monster/infantry/infantry.c

815 lines
15 KiB
C

/*
* Copyright (c) ZeniMax Media Inc.
* Licensed under the GNU General Public License 2.0.
*/
/* =======================================================================
*
* Infantry.
*
* =======================================================================
*/
#include "../../header/local.h"
#include "infantry.h"
void InfantryMachineGun(edict_t *self);
static int sound_pain1;
static int sound_pain2;
static int sound_die1;
static int sound_die2;
static int sound_gunshot;
static int sound_weapon_cock;
static int sound_punch_swing;
static int sound_punch_hit;
static int sound_sight;
static int sound_search;
static int sound_idle;
mframe_t infantry_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, 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 infantry_move_stand = {
FRAME_stand50,
FRAME_stand71,
infantry_frames_stand,
NULL
};
void
infantry_stand(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &infantry_move_stand;
}
mframe_t infantry_frames_fidget[] = {
{ai_stand, 1, NULL},
{ai_stand, 0, NULL},
{ai_stand, 1, NULL},
{ai_stand, 3, NULL},
{ai_stand, 6, NULL},
{ai_stand, 3, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 1, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 1, NULL},
{ai_stand, 0, NULL},
{ai_stand, -1, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 1, NULL},
{ai_stand, 0, NULL},
{ai_stand, -2, NULL},
{ai_stand, 1, NULL},
{ai_stand, 1, NULL},
{ai_stand, 1, NULL},
{ai_stand, -1, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, -1, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, -1, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, 1, NULL},
{ai_stand, 0, NULL},
{ai_stand, 0, NULL},
{ai_stand, -1, NULL},
{ai_stand, -1, NULL},
{ai_stand, 0, NULL},
{ai_stand, -3, NULL},
{ai_stand, -2, NULL},
{ai_stand, -3, NULL},
{ai_stand, -3, NULL},
{ai_stand, -2, NULL}
};
mmove_t infantry_move_fidget = {
FRAME_stand01,
FRAME_stand49,
infantry_frames_fidget,
infantry_stand
};
void
infantry_fidget(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &infantry_move_fidget;
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
mframe_t infantry_frames_walk[] = {
{ai_walk, 5, NULL},
{ai_walk, 4, NULL},
{ai_walk, 4, NULL},
{ai_walk, 5, NULL},
{ai_walk, 4, NULL},
{ai_walk, 5, NULL},
{ai_walk, 6, NULL},
{ai_walk, 4, NULL},
{ai_walk, 4, NULL},
{ai_walk, 4, NULL},
{ai_walk, 4, NULL},
{ai_walk, 5, NULL}
};
mmove_t infantry_move_walk = {
FRAME_walk03,
FRAME_walk14,
infantry_frames_walk,
NULL
};
void
infantry_walk(edict_t *self)
{
if (!self)
{
return;
}
self->monsterinfo.currentmove = &infantry_move_walk;
}
mframe_t infantry_frames_run[] = {
{ai_run, 10, NULL},
{ai_run, 20, NULL},
{ai_run, 5, NULL},
{ai_run, 7, NULL},
{ai_run, 30, NULL},
{ai_run, 35, NULL},
{ai_run, 2, NULL},
{ai_run, 6, NULL}
};
mmove_t infantry_move_run = {
FRAME_run01,
FRAME_run08,
infantry_frames_run,
NULL
};
void
infantry_run(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
{
self->monsterinfo.currentmove = &infantry_move_stand;
}
else
{
self->monsterinfo.currentmove = &infantry_move_run;
}
}
mframe_t infantry_frames_pain1[] = {
{ai_move, -3, NULL},
{ai_move, -2, NULL},
{ai_move, -1, NULL},
{ai_move, -2, NULL},
{ai_move, -1, NULL},
{ai_move, 1, NULL},
{ai_move, -1, NULL},
{ai_move, 1, NULL},
{ai_move, 6, NULL},
{ai_move, 2, NULL}
};
mmove_t infantry_move_pain1 = {
FRAME_pain101,
FRAME_pain110,
infantry_frames_pain1,
infantry_run
};
mframe_t infantry_frames_pain2[] = {
{ai_move, -3, NULL},
{ai_move, -3, NULL},
{ai_move, 0, NULL},
{ai_move, -1, NULL},
{ai_move, -2, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 2, NULL},
{ai_move, 5, NULL},
{ai_move, 2, NULL}
};
mmove_t infantry_move_pain2 = {
FRAME_pain201,
FRAME_pain210,
infantry_frames_pain2,
infantry_run
};
void
infantry_pain(edict_t *self, edict_t *other /* unused */,
float kick /* unused */, int damage)
{
int n;
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 (skill->value == SKILL_HARDPLUS)
{
return; /* no pain anims in nightmare */
}
n = rand() % 2;
if (n == 0)
{
self->monsterinfo.currentmove = &infantry_move_pain1;
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
}
else
{
self->monsterinfo.currentmove = &infantry_move_pain2;
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
}
vec3_t aimangles[] = {
{0.0, 5.0, 0.0},
{10.0, 15.0, 0.0},
{20.0, 25.0, 0.0},
{25.0, 35.0, 0.0},
{30.0, 40.0, 0.0},
{30.0, 45.0, 0.0},
{25.0, 50.0, 0.0},
{20.0, 40.0, 0.0},
{15.0, 35.0, 0.0},
{40.0, 35.0, 0.0},
{70.0, 35.0, 0.0},
{90.0, 35.0, 0.0}
};
void
InfantryMachineGun(edict_t *self)
{
vec3_t start, target;
vec3_t forward, right;
vec3_t vec;
int flash_number;
if (!self)
{
return;
}
if (self->s.frame == FRAME_attak103)
{
flash_number = MZ2_INFANTRY_MACHINEGUN_1;
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
if (self->enemy)
{
VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
VectorSubtract(target, start, forward);
VectorNormalize(forward);
}
else
{
AngleVectors(self->s.angles, forward, right, NULL);
}
}
else
{
flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
forward, right, start);
VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec);
AngleVectors(vec, forward, NULL, NULL);
}
monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD,
DEFAULT_BULLET_VSPREAD, flash_number);
}
void
infantry_sight(edict_t *self, edict_t *other /* unused */)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
}
void
infantry_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;
gi.linkentity(self);
M_FlyCheck(self);
}
mframe_t infantry_frames_death1[] = {
{ai_move, -4, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, -1, NULL},
{ai_move, -4, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, -1, NULL},
{ai_move, 3, NULL},
{ai_move, 1, NULL},
{ai_move, 1, NULL},
{ai_move, -2, NULL},
{ai_move, 2, NULL},
{ai_move, 2, NULL},
{ai_move, 9, NULL},
{ai_move, 9, NULL},
{ai_move, 5, NULL},
{ai_move, -3, NULL},
{ai_move, -3, NULL}
};
mmove_t infantry_move_death1 = {
FRAME_death101,
FRAME_death120,
infantry_frames_death1,
infantry_dead
};
/* Off with his head */
mframe_t infantry_frames_death2[] = {
{ai_move, 0, NULL},
{ai_move, 1, NULL},
{ai_move, 5, NULL},
{ai_move, -1, NULL},
{ai_move, 0, NULL},
{ai_move, 1, NULL},
{ai_move, 1, NULL},
{ai_move, 4, NULL},
{ai_move, 3, NULL},
{ai_move, 0, NULL},
{ai_move, -2, InfantryMachineGun},
{ai_move, -2, InfantryMachineGun},
{ai_move, -3, InfantryMachineGun},
{ai_move, -1, InfantryMachineGun},
{ai_move, -2, InfantryMachineGun},
{ai_move, 0, InfantryMachineGun},
{ai_move, 2, InfantryMachineGun},
{ai_move, 2, InfantryMachineGun},
{ai_move, 3, InfantryMachineGun},
{ai_move, -10, InfantryMachineGun},
{ai_move, -7, InfantryMachineGun},
{ai_move, -8, InfantryMachineGun},
{ai_move, -6, NULL},
{ai_move, 4, NULL},
{ai_move, 0, NULL}
};
mmove_t infantry_move_death2 = {
FRAME_death201,
FRAME_death225,
infantry_frames_death2,
infantry_dead
};
mframe_t infantry_frames_death3[] = {
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL},
{ai_move, -6, NULL},
{ai_move, -11, NULL},
{ai_move, -3, NULL},
{ai_move, -11, NULL},
{ai_move, 0, NULL},
{ai_move, 0, NULL}
};
mmove_t infantry_move_death3 = {
FRAME_death301,
FRAME_death309,
infantry_frames_death3,
infantry_dead
};
void
infantry_die(edict_t *self, edict_t *inflictor /* unused */,
edict_t *attacker /* unused */, int damage,
vec3_t point /* unused */)
{
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 */
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->s.skinnum = 1; /* switch to bloody skin */
n = rand() % 3;
if (n == 0)
{
self->monsterinfo.currentmove = &infantry_move_death1;
gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
}
else if (n == 1)
{
self->monsterinfo.currentmove = &infantry_move_death2;
gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
}
else
{
self->monsterinfo.currentmove = &infantry_move_death3;
gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
}
}
void
infantry_duck_down(edict_t *self)
{
if (!self)
{
return;
}
if (self->monsterinfo.aiflags & AI_DUCKED)
{
return;
}
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
self->monsterinfo.pausetime = level.time + 1;
gi.linkentity(self);
}
void
infantry_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
infantry_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 infantry_frames_duck[] = {
{ai_move, -2, infantry_duck_down},
{ai_move, -5, infantry_duck_hold},
{ai_move, 3, NULL},
{ai_move, 4, infantry_duck_up},
{ai_move, 0, NULL}
};
mmove_t infantry_move_duck = {
FRAME_duck01,
FRAME_duck05,
infantry_frames_duck,
infantry_run
};
void
infantry_dodge(edict_t *self, edict_t *attacker, float eta /* unused */)
{
if (!self || !attacker)
{
return;
}
if (random() > 0.25)
{
return;
}
if (!self->enemy)
{
self->enemy = attacker;
FoundTarget(self);
}
self->monsterinfo.currentmove = &infantry_move_duck;
}
void
infantry_set_firetime(edict_t *self)
{
int n;
if (!self)
{
return;
}
n = (rand() & 15) + 5;
self->monsterinfo.pausetime = level.time + n * FRAMETIME;
}
void
infantry_cock_gun(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
}
void
infantry_fire(edict_t *self)
{
if (!self)
{
return;
}
InfantryMachineGun(self);
if (level.time >= self->monsterinfo.pausetime)
{
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
}
else
{
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
}
mframe_t infantry_frames_attack1[] = {
{ai_charge, 10, infantry_set_firetime},
{ai_charge, 6, NULL},
{ai_charge, 0, infantry_fire},
{ai_charge, 0, NULL},
{ai_charge, 1, NULL},
{ai_charge, -7, NULL},
{ai_charge, -6, NULL},
{ai_charge, -1, NULL},
{ai_charge, 0, infantry_cock_gun},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, 0, NULL},
{ai_charge, -1, NULL},
{ai_charge, -1, NULL}
};
mmove_t infantry_move_attack1 = {
FRAME_attak101,
FRAME_attak115,
infantry_frames_attack1,
infantry_run
};
void
infantry_swing(edict_t *self)
{
if (!self)
{
return;
}
gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0);
}
void
infantry_smack(edict_t *self)
{
vec3_t aim;
if (!self)
{
return;
}
VectorSet(aim, MELEE_DISTANCE, 0, 0);
if (fire_hit(self, aim, (5 + (rand() % 5)), 50))
{
gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
}
}
mframe_t infantry_frames_attack2[] = {
{ai_charge, 3, NULL},
{ai_charge, 6, NULL},
{ai_charge, 0, infantry_swing},
{ai_charge, 8, NULL},
{ai_charge, 5, NULL},
{ai_charge, 8, infantry_smack},
{ai_charge, 6, NULL},
{ai_charge, 3, NULL},
};
mmove_t infantry_move_attack2 = {
FRAME_attak201,
FRAME_attak208,
infantry_frames_attack2,
infantry_run
};
void
infantry_attack(edict_t *self)
{
if (!self)
{
return;
}
if (range(self, self->enemy) == RANGE_MELEE)
{
self->monsterinfo.currentmove = &infantry_move_attack2;
}
else
{
self->monsterinfo.currentmove = &infantry_move_attack1;
}
}
/*
* QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void
SP_monster_infantry(edict_t *self)
{
if (!self)
{
return;
}
if (deathmatch->value)
{
G_FreeEdict(self);
return;
}
sound_pain1 = gi.soundindex("infantry/infpain1.wav");
sound_pain2 = gi.soundindex("infantry/infpain2.wav");
sound_die1 = gi.soundindex("infantry/infdeth1.wav");
sound_die2 = gi.soundindex("infantry/infdeth2.wav");
sound_gunshot = gi.soundindex("infantry/infatck1.wav");
sound_weapon_cock = gi.soundindex("infantry/infatck3.wav");
sound_punch_swing = gi.soundindex("infantry/infatck2.wav");
sound_punch_hit = gi.soundindex("infantry/melee2.wav");
sound_sight = gi.soundindex("infantry/infsght1.wav");
sound_search = gi.soundindex("infantry/infsrch1.wav");
sound_idle = gi.soundindex("infantry/infidle1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, 32);
self->health = 100;
self->gib_health = -40;
self->mass = 200;
self->pain = infantry_pain;
self->die = infantry_die;
self->monsterinfo.stand = infantry_stand;
self->monsterinfo.walk = infantry_walk;
self->monsterinfo.run = infantry_run;
self->monsterinfo.dodge = infantry_dodge;
self->monsterinfo.attack = infantry_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = infantry_sight;
self->monsterinfo.idle = infantry_fidget;
gi.linkentity(self);
self->monsterinfo.currentmove = &infantry_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
}