/* * Copyright(c) 1997-2001 Id Software, Inc. * Copyright(c) 2002 The Quakeforge Project. * Copyright(c) 2006 Quetoo. * * 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. */ /* INFANTRY */ #include "g_local.h" #include "m_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){ 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){ 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){ 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->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, 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() % 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->s.frame == FRAME_attak111){ 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){ gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0); } void infantry_dead(edict_t *self){ 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, 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 < 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; 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->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(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){ 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){ if(random() > 0.25) return; if(!self->enemy) self->enemy = attacker; self->monsterinfo.currentmove = &infantry_move_duck; } void infantry_cock_gun(edict_t *self){ int n; gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0); n =(rand() & 15) + 3 + 7; self->monsterinfo.pausetime = level.time + n * FRAMETIME; } void infantry_fire(edict_t *self){ 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, 4, NULL}, {ai_charge, -1, NULL}, {ai_charge, -1, NULL}, {ai_charge, 0, infantry_cock_gun}, {ai_charge, -1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 2, NULL}, {ai_charge, -2, NULL}, {ai_charge, -3, NULL}, {ai_charge, 1, infantry_fire}, {ai_charge, 5, NULL}, {ai_charge, -1, NULL}, {ai_charge, -2, NULL}, {ai_charge, -3, NULL} }; mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run}; void infantry_swing(edict_t *self){ gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0); } void infantry_smack(edict_t *self){ vec3_t aim; 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(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(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); }