/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. * * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with * this program; if not, write to the Free Software Foundation, Inc., 59 * Temple Place - Suite 330, Boston, MA 02111-1307, USA. * */ /* * * ============================================================================ * == * * FLIPPER * * ======= * ====================================================================== */ #include "g_local.h" #include "m_flipper.h" static int sound_chomp; static int sound_attack; static int sound_pain1; static int sound_pain2; static int sound_death; static int sound_idle; static int sound_search; static int sound_sight; void flipper_stand(edict_t * self); mframe_t flipper_frames_stand[] = { {ai_stand, 0, NULL} }; mmove_t flipper_move_stand = {FRAME_flphor01, FRAME_flphor01, flipper_frames_stand, NULL}; void flipper_stand(edict_t * self) { self->monsterinfo.currentmove = &flipper_move_stand; } #define FLIPPER_RUN_SPEED 24 mframe_t flipper_frames_run[] = { {ai_run, FLIPPER_RUN_SPEED, NULL}, /* 6 */ {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, /* 10 */ {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, /* 20 */ {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL}, {ai_run, FLIPPER_RUN_SPEED, NULL} /* 29 */ }; mmove_t flipper_move_run_loop = {FRAME_flpver06, FRAME_flpver29, flipper_frames_run, NULL}; void flipper_run_loop(edict_t * self) { self->monsterinfo.currentmove = &flipper_move_run_loop; } mframe_t flipper_frames_run_start[] = { {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL} }; mmove_t flipper_move_run_start = {FRAME_flpver01, FRAME_flpver06, flipper_frames_run_start, flipper_run_loop}; void flipper_run(edict_t * self) { self->monsterinfo.currentmove = &flipper_move_run_start; } /* Standard Swimming */ mframe_t flipper_frames_walk[] = { {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL} }; mmove_t flipper_move_walk = {FRAME_flphor01, FRAME_flphor24, flipper_frames_walk, NULL}; void flipper_walk(edict_t * self) { self->monsterinfo.currentmove = &flipper_move_walk; } mframe_t flipper_frames_start_run[] = { {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, flipper_run} }; mmove_t flipper_move_start_run = {FRAME_flphor01, FRAME_flphor05, flipper_frames_start_run, NULL}; void flipper_start_run(edict_t * self) { self->monsterinfo.currentmove = &flipper_move_start_run; } mframe_t flipper_frames_pain2[] = { {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t flipper_move_pain2 = {FRAME_flppn101, FRAME_flppn105, flipper_frames_pain2, flipper_run}; mframe_t flipper_frames_pain1[] = { {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL} }; mmove_t flipper_move_pain1 = {FRAME_flppn201, FRAME_flppn205, flipper_frames_pain1, flipper_run}; void flipper_bite(edict_t * self) { vec3_t aim; VectorSet(aim, MELEE_DISTANCE, 0, 0); fire_hit(self, aim, 5, 0); } void flipper_preattack(edict_t * self) { gi.sound(self, CHAN_WEAPON, sound_chomp, 1, ATTN_NORM, 0); } mframe_t flipper_frames_attack[] = { {ai_charge, 0, flipper_preattack}, {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}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, flipper_bite}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, flipper_bite}, {ai_charge, 0, NULL} }; mmove_t flipper_move_attack = {FRAME_flpbit01, FRAME_flpbit20, flipper_frames_attack, flipper_run}; void flipper_melee(edict_t * self) { self->monsterinfo.currentmove = &flipper_move_attack; } void flipper_pain(edict_t * self, edict_t * other, float kick, int damage) { int n; 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 == 3) return; /* no pain anims in nightmare */ n = (rand() + 1) % 2; if (n == 0) { gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &flipper_move_pain1; } else { gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &flipper_move_pain2; } } void flipper_dead(edict_t * self) { 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 flipper_frames_death[] = { {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}, {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}, {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 flipper_move_death = {FRAME_flpdth01, FRAME_flpdth56, flipper_frames_death, flipper_dead}; void flipper_sight(edict_t * self, edict_t * other) { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void flipper_die(edict_t * self, edict_t * inflictor, edict_t * attacker, int damage, vec3_t point) { int n; /* 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 < 2; n++) ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowHead(self, "models/objects/gibs/sm_meat/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 = &flipper_move_death; } /* * QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush * Trigger_Spawn Sight */ void SP_monster_flipper(edict_t * self) { if (deathmatch->value) { G_FreeEdict(self); return; } sound_pain1 = gi.soundindex("flipper/flppain1.wav"); sound_pain2 = gi.soundindex("flipper/flppain2.wav"); sound_death = gi.soundindex("flipper/flpdeth1.wav"); sound_chomp = gi.soundindex("flipper/flpatck1.wav"); sound_attack = gi.soundindex("flipper/flpatck2.wav"); sound_idle = gi.soundindex("flipper/flpidle1.wav"); sound_search = gi.soundindex("flipper/flpsrch1.wav"); sound_sight = gi.soundindex("flipper/flpsght1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/flipper/tris.md2"); VectorSet(self->mins, -16, -16, 0); VectorSet(self->maxs, 16, 16, 32); self->health = 50; self->gib_health = -30; self->mass = 100; self->pain = flipper_pain; self->die = flipper_die; self->monsterinfo.stand = flipper_stand; self->monsterinfo.walk = flipper_walk; self->monsterinfo.run = flipper_start_run; self->monsterinfo.melee = flipper_melee; self->monsterinfo.sight = flipper_sight; gi.linkentity(self); self->monsterinfo.currentmove = &flipper_move_stand; self->monsterinfo.scale = MODEL_SCALE; swimmonster_start(self); }