Annotation of quake2/game/m_berserk.c, revision 1.1.1.2

1.1       root        1: /*
1.1.1.2 ! root        2: Copyright (C) 1997-2001 Id Software, Inc.
        !             3: 
        !             4: This program is free software; you can redistribute it and/or
        !             5: modify it under the terms of the GNU General Public License
        !             6: as published by the Free Software Foundation; either version 2
        !             7: of the License, or (at your option) any later version.
        !             8: 
        !             9: This program is distributed in the hope that it will be useful,
        !            10: but WITHOUT ANY WARRANTY; without even the implied warranty of
        !            11: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
        !            12: 
        !            13: See the GNU General Public License for more details.
        !            14: 
        !            15: You should have received a copy of the GNU General Public License
        !            16: along with this program; if not, write to the Free Software
        !            17: Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
        !            18: 
        !            19: */
        !            20: /*
1.1       root       21: ==============================================================================
                     22: 
                     23: BERSERK
                     24: 
                     25: ==============================================================================
                     26: */
                     27: 
                     28: #include "g_local.h"
                     29: #include "m_berserk.h"
                     30: 
                     31: 
                     32: static int sound_pain;
                     33: static int sound_die;
                     34: static int sound_idle;
                     35: static int sound_punch;
                     36: static int sound_sight;
                     37: static int sound_search;
                     38: 
                     39: void berserk_sight (edict_t *self, edict_t *other)
                     40: {
                     41:        gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
                     42: }
                     43: 
                     44: void berserk_search (edict_t *self)
                     45: {
                     46:        gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
                     47: }
                     48: 
                     49: 
                     50: void berserk_fidget (edict_t *self);
                     51: mframe_t berserk_frames_stand [] =
                     52: {
                     53:        ai_stand, 0, berserk_fidget,
                     54:        ai_stand, 0, NULL,
                     55:        ai_stand, 0, NULL,
                     56:        ai_stand, 0, NULL,
                     57:        ai_stand, 0, NULL
                     58: };
                     59: mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
                     60: 
                     61: void berserk_stand (edict_t *self)
                     62: {
                     63:        self->monsterinfo.currentmove = &berserk_move_stand;
                     64: }
                     65: 
                     66: mframe_t berserk_frames_stand_fidget [] =
                     67: {
                     68:        ai_stand, 0, NULL,
                     69:        ai_stand, 0, NULL,
                     70:        ai_stand, 0, NULL,
                     71:        ai_stand, 0, NULL,
                     72:        ai_stand, 0, NULL,
                     73:        ai_stand, 0, NULL,
                     74:        ai_stand, 0, NULL,
                     75:        ai_stand, 0, NULL,
                     76:        ai_stand, 0, NULL,
                     77:        ai_stand, 0, NULL,
                     78:        ai_stand, 0, NULL,
                     79:        ai_stand, 0, NULL,
                     80:        ai_stand, 0, NULL,
                     81:        ai_stand, 0, NULL,
                     82:        ai_stand, 0, NULL,
                     83:        ai_stand, 0, NULL,
                     84:        ai_stand, 0, NULL,
                     85:        ai_stand, 0, NULL,
                     86:        ai_stand, 0, NULL,
                     87:        ai_stand, 0, NULL
                     88: };
                     89: mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
                     90: 
                     91: void berserk_fidget (edict_t *self)
                     92: {
                     93:        if (self->monsterinfo.aiflags & AI_STAND_GROUND)
                     94:                return;
                     95:        if (random() > 0.15)
                     96:                return;
                     97: 
                     98:        self->monsterinfo.currentmove = &berserk_move_stand_fidget;
                     99:        gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
                    100: }
                    101: 
                    102: 
                    103: mframe_t berserk_frames_walk [] =
                    104: {
                    105:        ai_walk, 9.1, NULL,
                    106:        ai_walk, 6.3, NULL,
                    107:        ai_walk, 4.9, NULL,
                    108:        ai_walk, 6.7, NULL,
                    109:        ai_walk, 6.0, NULL,
                    110:        ai_walk, 8.2, NULL,
                    111:        ai_walk, 7.2, NULL,
                    112:        ai_walk, 6.1, NULL,
                    113:        ai_walk, 4.9, NULL,
                    114:        ai_walk, 4.7, NULL,
                    115:        ai_walk, 4.7, NULL,
                    116:        ai_walk, 4.8, NULL
                    117: };
                    118: mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
                    119: 
                    120: void berserk_walk (edict_t *self)
                    121: {
                    122:        self->monsterinfo.currentmove = &berserk_move_walk;
                    123: }
                    124: 
                    125: /*
                    126: 
                    127:   *****************************
                    128:   SKIPPED THIS FOR NOW!
                    129:   *****************************
                    130: 
                    131:    Running -> Arm raised in air
                    132: 
                    133: void() berserk_runb1   =[      $r_att1 ,       berserk_runb2   ] {ai_run(21);};
                    134: void() berserk_runb2   =[      $r_att2 ,       berserk_runb3   ] {ai_run(11);};
                    135: void() berserk_runb3   =[      $r_att3 ,       berserk_runb4   ] {ai_run(21);};
                    136: void() berserk_runb4   =[      $r_att4 ,       berserk_runb5   ] {ai_run(25);};
                    137: void() berserk_runb5   =[      $r_att5 ,       berserk_runb6   ] {ai_run(18);};
                    138: void() berserk_runb6   =[      $r_att6 ,       berserk_runb7   ] {ai_run(19);};
                    139: // running with arm in air : start loop
                    140: void() berserk_runb7   =[      $r_att7 ,       berserk_runb8   ] {ai_run(21);};
                    141: void() berserk_runb8   =[      $r_att8 ,       berserk_runb9   ] {ai_run(11);};
                    142: void() berserk_runb9   =[      $r_att9 ,       berserk_runb10  ] {ai_run(21);};
                    143: void() berserk_runb10  =[      $r_att10 ,      berserk_runb11  ] {ai_run(25);};
                    144: void() berserk_runb11  =[      $r_att11 ,      berserk_runb12  ] {ai_run(18);};
                    145: void() berserk_runb12  =[      $r_att12 ,      berserk_runb7   ] {ai_run(19);};
                    146: // running with arm in air : end loop
                    147: */
                    148: 
                    149: 
                    150: mframe_t berserk_frames_run1 [] =
                    151: {
                    152:        ai_run, 21, NULL,
                    153:        ai_run, 11, NULL,
                    154:        ai_run, 21, NULL,
                    155:        ai_run, 25, NULL,
                    156:        ai_run, 18, NULL,
                    157:        ai_run, 19, NULL
                    158: };
                    159: mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
                    160: 
                    161: void berserk_run (edict_t *self)
                    162: {
                    163:        if (self->monsterinfo.aiflags & AI_STAND_GROUND)
                    164:                self->monsterinfo.currentmove = &berserk_move_stand;
                    165:        else
                    166:                self->monsterinfo.currentmove = &berserk_move_run1;
                    167: }
                    168: 
                    169: 
                    170: void berserk_attack_spike (edict_t *self)
                    171: {
                    172:        static  vec3_t  aim = {MELEE_DISTANCE, 0, -24};
                    173:        fire_hit (self, aim, (15 + (rand() % 6)), 400);         //      Faster attack -- upwards and backwards
                    174: }
                    175: 
                    176: 
                    177: void berserk_swing (edict_t *self)
                    178: {
                    179:        gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
                    180: }
                    181: 
                    182: mframe_t berserk_frames_attack_spike [] =
                    183: {
                    184:                ai_charge, 0, NULL,
                    185:                ai_charge, 0, NULL,
                    186:                ai_charge, 0, berserk_swing,
                    187:                ai_charge, 0, berserk_attack_spike,
                    188:                ai_charge, 0, NULL,
                    189:                ai_charge, 0, NULL,
                    190:                ai_charge, 0, NULL,
                    191:                ai_charge, 0, NULL
                    192: };
                    193: mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
                    194: 
                    195: 
                    196: void berserk_attack_club (edict_t *self)
                    197: {
                    198:        vec3_t  aim;
                    199: 
                    200:        VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
                    201:        fire_hit (self, aim, (5 + (rand() % 6)), 400);          // Slower attack
                    202: }
                    203: 
                    204: mframe_t berserk_frames_attack_club [] =
                    205: {      
                    206:        ai_charge, 0, NULL,
                    207:        ai_charge, 0, NULL,
                    208:        ai_charge, 0, NULL,
                    209:        ai_charge, 0, NULL,
                    210:        ai_charge, 0, berserk_swing,
                    211:        ai_charge, 0, NULL,
                    212:        ai_charge, 0, NULL,
                    213:        ai_charge, 0, NULL,
                    214:        ai_charge, 0, berserk_attack_club,
                    215:        ai_charge, 0, NULL,
                    216:        ai_charge, 0, NULL,
                    217:        ai_charge, 0, NULL
                    218: };
                    219: mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
                    220: 
                    221: 
                    222: void berserk_strike (edict_t *self)
                    223: {
                    224:        //FIXME play impact sound
                    225: }
                    226: 
                    227: 
                    228: mframe_t berserk_frames_attack_strike [] =
                    229: {
                    230:        ai_move, 0, NULL,
                    231:        ai_move, 0, NULL,
                    232:        ai_move, 0, NULL,
                    233:        ai_move, 0, berserk_swing,
                    234:        ai_move, 0, NULL,
                    235:        ai_move, 0, NULL,
                    236:        ai_move, 0, NULL,
                    237:        ai_move, 0, berserk_strike,
                    238:        ai_move, 0, NULL,
                    239:        ai_move, 0, NULL,
                    240:        ai_move, 0, NULL,
                    241:        ai_move, 0, NULL,
                    242:        ai_move, 9.7, NULL,
                    243:        ai_move, 13.6, NULL
                    244: };
                    245:        
                    246: mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
                    247: 
                    248: 
                    249: void berserk_melee (edict_t *self)
                    250: {
                    251:        if ((rand() % 2) == 0)
                    252:                self->monsterinfo.currentmove = &berserk_move_attack_spike;
                    253:        else
                    254:                self->monsterinfo.currentmove = &berserk_move_attack_club;
                    255: }
                    256: 
                    257: 
                    258: /*
                    259: void()         berserk_atke1   =[      $r_attb1,       berserk_atke2   ] {ai_run(9);};
                    260: void()         berserk_atke2   =[      $r_attb2,       berserk_atke3   ] {ai_run(6);};
                    261: void()         berserk_atke3   =[      $r_attb3,       berserk_atke4   ] {ai_run(18.4);};
                    262: void()         berserk_atke4   =[      $r_attb4,       berserk_atke5   ] {ai_run(25);};
                    263: void()         berserk_atke5   =[      $r_attb5,       berserk_atke6   ] {ai_run(14);};
                    264: void()         berserk_atke6   =[      $r_attb6,       berserk_atke7   ] {ai_run(20);};
                    265: void()         berserk_atke7   =[      $r_attb7,       berserk_atke8   ] {ai_run(8.5);};
                    266: void()         berserk_atke8   =[      $r_attb8,       berserk_atke9   ] {ai_run(3);};
                    267: void()         berserk_atke9   =[      $r_attb9,       berserk_atke10  ] {ai_run(17.5);};
                    268: void()         berserk_atke10  =[      $r_attb10,      berserk_atke11  ] {ai_run(17);};
                    269: void()         berserk_atke11  =[      $r_attb11,      berserk_atke12  ] {ai_run(9);};
                    270: void()         berserk_atke12  =[      $r_attb12,      berserk_atke13  ] {ai_run(25);};
                    271: void()         berserk_atke13  =[      $r_attb13,      berserk_atke14  ] {ai_run(3.7);};
                    272: void()         berserk_atke14  =[      $r_attb14,      berserk_atke15  ] {ai_run(2.6);};
                    273: void()         berserk_atke15  =[      $r_attb15,      berserk_atke16  ] {ai_run(19);};
                    274: void()         berserk_atke16  =[      $r_attb16,      berserk_atke17  ] {ai_run(25);};
                    275: void()         berserk_atke17  =[      $r_attb17,      berserk_atke18  ] {ai_run(19.6);};
                    276: void()         berserk_atke18  =[      $r_attb18,      berserk_run1    ] {ai_run(7.8);};
                    277: */
                    278: 
                    279: 
                    280: mframe_t berserk_frames_pain1 [] =
                    281: {
                    282:        ai_move, 0, NULL,
                    283:        ai_move, 0, NULL,
                    284:        ai_move, 0, NULL,
                    285:        ai_move, 0, NULL
                    286: };
                    287: mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
                    288: 
                    289: 
                    290: mframe_t berserk_frames_pain2 [] =
                    291: {
                    292:        ai_move, 0, NULL,
                    293:        ai_move, 0, NULL,
                    294:        ai_move, 0, NULL,
                    295:        ai_move, 0, NULL,
                    296:        ai_move, 0, NULL,
                    297:        ai_move, 0, NULL,
                    298:        ai_move, 0, NULL,
                    299:        ai_move, 0, NULL,
                    300:        ai_move, 0, NULL,
                    301:        ai_move, 0, NULL,
                    302:        ai_move, 0, NULL,
                    303:        ai_move, 0, NULL,
                    304:        ai_move, 0, NULL,
                    305:        ai_move, 0, NULL,
                    306:        ai_move, 0, NULL,
                    307:        ai_move, 0, NULL,
                    308:        ai_move, 0, NULL,
                    309:        ai_move, 0, NULL,
                    310:        ai_move, 0, NULL,
                    311:        ai_move, 0, NULL
                    312: };
                    313: mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
                    314: 
                    315: void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
                    316: {
                    317:        if (self->health < (self->max_health / 2))
                    318:                self->s.skinnum = 1;
                    319: 
                    320:        if (level.time < self->pain_debounce_time)
                    321:                return;
                    322: 
                    323:        self->pain_debounce_time = level.time + 3;
                    324:        gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
                    325: 
                    326:        if (skill->value == 3)
                    327:                return;         // no pain anims in nightmare
                    328: 
                    329:        if ((damage < 20) || (random() < 0.5))
                    330:                self->monsterinfo.currentmove = &berserk_move_pain1;
                    331:        else
                    332:                self->monsterinfo.currentmove = &berserk_move_pain2;
                    333: }
                    334: 
                    335: 
                    336: void berserk_dead (edict_t *self)
                    337: {
                    338:        VectorSet (self->mins, -16, -16, -24);
                    339:        VectorSet (self->maxs, 16, 16, -8);
                    340:        self->movetype = MOVETYPE_TOSS;
                    341:        self->svflags |= SVF_DEADMONSTER;
                    342:        self->nextthink = 0;
                    343:        gi.linkentity (self);
                    344: }
                    345: 
                    346: 
                    347: mframe_t berserk_frames_death1 [] =
                    348: {
                    349:        ai_move, 0, NULL,
                    350:        ai_move, 0, NULL,
                    351:        ai_move, 0, NULL,
                    352:        ai_move, 0, NULL,
                    353:        ai_move, 0, NULL,
                    354:        ai_move, 0, NULL,
                    355:        ai_move, 0, NULL,
                    356:        ai_move, 0, NULL,
                    357:        ai_move, 0, NULL,
                    358:        ai_move, 0, NULL,
                    359:        ai_move, 0, NULL,
                    360:        ai_move, 0, NULL,
                    361:        ai_move, 0, NULL
                    362:        
                    363: };
                    364: mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
                    365: 
                    366: 
                    367: mframe_t berserk_frames_death2 [] =
                    368: {
                    369:        ai_move, 0, NULL,
                    370:        ai_move, 0, NULL,
                    371:        ai_move, 0, NULL,
                    372:        ai_move, 0, NULL,
                    373:        ai_move, 0, NULL,
                    374:        ai_move, 0, NULL,
                    375:        ai_move, 0, NULL,
                    376:        ai_move, 0, NULL
                    377: };
                    378: mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
                    379: 
                    380: 
                    381: void berserk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
                    382: {
                    383:        int             n;
                    384: 
                    385:        if (self->health <= self->gib_health)
                    386:        {
                    387:                gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
                    388:                for (n= 0; n < 2; n++)
                    389:                        ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
                    390:                for (n= 0; n < 4; n++)
                    391:                        ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
                    392:                ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
                    393:                self->deadflag = DEAD_DEAD;
                    394:                return;
                    395:        }
                    396: 
                    397:        if (self->deadflag == DEAD_DEAD)
                    398:                return;
                    399: 
                    400:        gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
                    401:        self->deadflag = DEAD_DEAD;
                    402:        self->takedamage = DAMAGE_YES;
                    403: 
                    404:        if (damage >= 50)
                    405:                self->monsterinfo.currentmove = &berserk_move_death1;
                    406:        else
                    407:                self->monsterinfo.currentmove = &berserk_move_death2;
                    408: }
                    409: 
                    410: 
                    411: /*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
                    412: */
                    413: void SP_monster_berserk (edict_t *self)
                    414: {
                    415:        if (deathmatch->value)
                    416:        {
                    417:                G_FreeEdict (self);
                    418:                return;
                    419:        }
                    420: 
                    421:        // pre-caches
                    422:        sound_pain  = gi.soundindex ("berserk/berpain2.wav");
                    423:        sound_die   = gi.soundindex ("berserk/berdeth2.wav");
                    424:        sound_idle  = gi.soundindex ("berserk/beridle1.wav");
                    425:        sound_punch = gi.soundindex ("berserk/attack.wav");
                    426:        sound_search = gi.soundindex ("berserk/bersrch1.wav");
                    427:        sound_sight = gi.soundindex ("berserk/sight.wav");
                    428: 
                    429:        self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
                    430:        VectorSet (self->mins, -16, -16, -24);
                    431:        VectorSet (self->maxs, 16, 16, 32);
                    432:        self->movetype = MOVETYPE_STEP;
                    433:        self->solid = SOLID_BBOX;
                    434: 
                    435:        self->health = 240;
                    436:        self->gib_health = -60;
                    437:        self->mass = 250;
                    438: 
                    439:        self->pain = berserk_pain;
                    440:        self->die = berserk_die;
                    441: 
                    442:        self->monsterinfo.stand = berserk_stand;
                    443:        self->monsterinfo.walk = berserk_walk;
                    444:        self->monsterinfo.run = berserk_run;
                    445:        self->monsterinfo.dodge = NULL;
                    446:        self->monsterinfo.attack = NULL;
                    447:        self->monsterinfo.melee = berserk_melee;
                    448:        self->monsterinfo.sight = berserk_sight;
                    449:        self->monsterinfo.search = berserk_search;
                    450: 
                    451:        self->monsterinfo.currentmove = &berserk_move_stand;
                    452:        self->monsterinfo.scale = MODEL_SCALE;
                    453: 
                    454:        gi.linkentity (self);
                    455: 
                    456:        walkmonster_start (self);
                    457: }

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