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1.1 root 1: /*
2: ==============================================================================
3:
4: BERSERK
5:
6: ==============================================================================
7: */
8:
9: #include "g_local.h"
10: #include "m_berserk.h"
11:
12:
13: static int sound_pain;
14: static int sound_die;
15: static int sound_idle;
16: static int sound_punch;
17: static int sound_sight;
18: static int sound_search;
19:
20: void berserk_sight (edict_t *self, edict_t *other)
21: {
22: gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
23: }
24:
25: void berserk_search (edict_t *self)
26: {
27: gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
28: }
29:
30:
31: void berserk_fidget (edict_t *self);
32: mframe_t berserk_frames_stand [] =
33: {
34: ai_stand, 0, berserk_fidget,
35: ai_stand, 0, NULL,
36: ai_stand, 0, NULL,
37: ai_stand, 0, NULL,
38: ai_stand, 0, NULL
39: };
40: mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
41:
42: void berserk_stand (edict_t *self)
43: {
44: self->monsterinfo.currentmove = &berserk_move_stand;
45: }
46:
47: mframe_t berserk_frames_stand_fidget [] =
48: {
49: ai_stand, 0, NULL,
50: ai_stand, 0, NULL,
51: ai_stand, 0, NULL,
52: ai_stand, 0, NULL,
53: ai_stand, 0, NULL,
54: ai_stand, 0, NULL,
55: ai_stand, 0, NULL,
56: ai_stand, 0, NULL,
57: ai_stand, 0, NULL,
58: ai_stand, 0, NULL,
59: ai_stand, 0, NULL,
60: ai_stand, 0, NULL,
61: ai_stand, 0, NULL,
62: ai_stand, 0, NULL,
63: ai_stand, 0, NULL,
64: ai_stand, 0, NULL,
65: ai_stand, 0, NULL,
66: ai_stand, 0, NULL,
67: ai_stand, 0, NULL,
68: ai_stand, 0, NULL
69: };
70: mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
71:
72: void berserk_fidget (edict_t *self)
73: {
74: if (self->monsterinfo.aiflags & AI_STAND_GROUND)
75: return;
76: if (random() > 0.15)
77: return;
78:
79: self->monsterinfo.currentmove = &berserk_move_stand_fidget;
80: gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
81: }
82:
83:
84: mframe_t berserk_frames_walk [] =
85: {
86: ai_walk, 9.1, NULL,
87: ai_walk, 6.3, NULL,
88: ai_walk, 4.9, NULL,
89: ai_walk, 6.7, NULL,
90: ai_walk, 6.0, NULL,
91: ai_walk, 8.2, NULL,
92: ai_walk, 7.2, NULL,
93: ai_walk, 6.1, NULL,
94: ai_walk, 4.9, NULL,
95: ai_walk, 4.7, NULL,
96: ai_walk, 4.7, NULL,
97: ai_walk, 4.8, NULL
98: };
99: mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
100:
101: void berserk_walk (edict_t *self)
102: {
103: self->monsterinfo.currentmove = &berserk_move_walk;
104: }
105:
106: /*
107:
108: *****************************
109: SKIPPED THIS FOR NOW!
110: *****************************
111:
112: Running -> Arm raised in air
113:
114: void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);};
115: void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);};
116: void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);};
117: void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);};
118: void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);};
119: void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);};
120: // running with arm in air : start loop
121: void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {ai_run(21);};
122: void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {ai_run(11);};
123: void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {ai_run(21);};
124: void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {ai_run(25);};
125: void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {ai_run(18);};
126: void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {ai_run(19);};
127: // running with arm in air : end loop
128: */
129:
130:
131: mframe_t berserk_frames_run1 [] =
132: {
133: ai_run, 21, NULL,
134: ai_run, 11, NULL,
135: ai_run, 21, NULL,
136: // PMM .. from NULL
137: ai_run, 25, monster_done_dodge,
138: ai_run, 18, NULL,
139: ai_run, 19, NULL
140: };
141: mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
142:
143: void berserk_run (edict_t *self)
144: {
145: monster_done_dodge (self);
146: if (self->monsterinfo.aiflags & AI_STAND_GROUND)
147: self->monsterinfo.currentmove = &berserk_move_stand;
148: else
149: self->monsterinfo.currentmove = &berserk_move_run1;
150: }
151:
152:
153: void berserk_attack_spike (edict_t *self)
154: {
155: static vec3_t aim = {MELEE_DISTANCE, 0, -24};
156: fire_hit (self, aim, (15 + (rand() % 6)), 400); // Faster attack -- upwards and backwards
157: }
158:
159:
160: void berserk_swing (edict_t *self)
161: {
162: gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
163: }
164:
165: mframe_t berserk_frames_attack_spike [] =
166: {
167: ai_charge, 0, NULL,
168: ai_charge, 0, NULL,
169: ai_charge, 0, berserk_swing,
170: ai_charge, 0, berserk_attack_spike,
171: ai_charge, 0, NULL,
172: ai_charge, 0, NULL,
173: ai_charge, 0, NULL,
174: ai_charge, 0, NULL
175: };
176: mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
177:
178:
179: void berserk_attack_club (edict_t *self)
180: {
181: vec3_t aim;
182:
183: VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
184: fire_hit (self, aim, (5 + (rand() % 6)), 400); // Slower attack
185: }
186:
187: mframe_t berserk_frames_attack_club [] =
188: {
189: ai_charge, 0, NULL,
190: ai_charge, 0, NULL,
191: ai_charge, 0, NULL,
192: ai_charge, 0, NULL,
193: ai_charge, 0, berserk_swing,
194: ai_charge, 0, NULL,
195: ai_charge, 0, NULL,
196: ai_charge, 0, NULL,
197: ai_charge, 0, berserk_attack_club,
198: ai_charge, 0, NULL,
199: ai_charge, 0, NULL,
200: ai_charge, 0, NULL
201: };
202: mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
203:
204:
205: void berserk_strike (edict_t *self)
206: {
207: //FIXME play impact sound
208: }
209:
210:
211: mframe_t berserk_frames_attack_strike [] =
212: {
213: ai_move, 0, NULL,
214: ai_move, 0, NULL,
215: ai_move, 0, NULL,
216: ai_move, 0, berserk_swing,
217: ai_move, 0, NULL,
218: ai_move, 0, NULL,
219: ai_move, 0, NULL,
220: ai_move, 0, berserk_strike,
221: ai_move, 0, NULL,
222: ai_move, 0, NULL,
223: ai_move, 0, NULL,
224: ai_move, 0, NULL,
225: ai_move, 9.7, NULL,
226: ai_move, 13.6, NULL
227: };
228:
229: mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
230:
231:
232: void berserk_melee (edict_t *self)
233: {
234: monster_done_dodge (self);
235:
236: if ((rand() % 2) == 0)
237: self->monsterinfo.currentmove = &berserk_move_attack_spike;
238: else
239: self->monsterinfo.currentmove = &berserk_move_attack_club;
240: }
241:
242:
243: /*
244: void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {ai_run(9);};
245: void() berserk_atke2 =[ $r_attb2, berserk_atke3 ] {ai_run(6);};
246: void() berserk_atke3 =[ $r_attb3, berserk_atke4 ] {ai_run(18.4);};
247: void() berserk_atke4 =[ $r_attb4, berserk_atke5 ] {ai_run(25);};
248: void() berserk_atke5 =[ $r_attb5, berserk_atke6 ] {ai_run(14);};
249: void() berserk_atke6 =[ $r_attb6, berserk_atke7 ] {ai_run(20);};
250: void() berserk_atke7 =[ $r_attb7, berserk_atke8 ] {ai_run(8.5);};
251: void() berserk_atke8 =[ $r_attb8, berserk_atke9 ] {ai_run(3);};
252: void() berserk_atke9 =[ $r_attb9, berserk_atke10 ] {ai_run(17.5);};
253: void() berserk_atke10 =[ $r_attb10, berserk_atke11 ] {ai_run(17);};
254: void() berserk_atke11 =[ $r_attb11, berserk_atke12 ] {ai_run(9);};
255: void() berserk_atke12 =[ $r_attb12, berserk_atke13 ] {ai_run(25);};
256: void() berserk_atke13 =[ $r_attb13, berserk_atke14 ] {ai_run(3.7);};
257: void() berserk_atke14 =[ $r_attb14, berserk_atke15 ] {ai_run(2.6);};
258: void() berserk_atke15 =[ $r_attb15, berserk_atke16 ] {ai_run(19);};
259: void() berserk_atke16 =[ $r_attb16, berserk_atke17 ] {ai_run(25);};
260: void() berserk_atke17 =[ $r_attb17, berserk_atke18 ] {ai_run(19.6);};
261: void() berserk_atke18 =[ $r_attb18, berserk_run1 ] {ai_run(7.8);};
262: */
263:
264:
265: mframe_t berserk_frames_pain1 [] =
266: {
267: ai_move, 0, NULL,
268: ai_move, 0, NULL,
269: ai_move, 0, NULL,
270: ai_move, 0, NULL
271: };
272: mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
273:
274:
275: mframe_t berserk_frames_pain2 [] =
276: {
277: ai_move, 0, NULL,
278: ai_move, 0, NULL,
279: ai_move, 0, NULL,
280: ai_move, 0, NULL,
281: ai_move, 0, NULL,
282: ai_move, 0, NULL,
283: ai_move, 0, NULL,
284: ai_move, 0, NULL,
285: ai_move, 0, NULL,
286: ai_move, 0, NULL,
287: ai_move, 0, NULL,
288: ai_move, 0, NULL,
289: ai_move, 0, NULL,
290: ai_move, 0, NULL,
291: ai_move, 0, NULL,
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: };
298: mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
299:
300: void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
301: {
302: if (self->health < (self->max_health / 2))
303: self->s.skinnum = 1;
304:
305: if (level.time < self->pain_debounce_time)
306: return;
307:
308: self->pain_debounce_time = level.time + 3;
309: gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
310:
311: if (skill->value == 3)
312: return; // no pain anims in nightmare
313:
314: monster_done_dodge (self);
315:
316: if ((damage < 20) || (random() < 0.5))
317: self->monsterinfo.currentmove = &berserk_move_pain1;
318: else
319: self->monsterinfo.currentmove = &berserk_move_pain2;
320: }
321:
322:
323: void berserk_dead (edict_t *self)
324: {
325: VectorSet (self->mins, -16, -16, -24);
326: VectorSet (self->maxs, 16, 16, -8);
327: self->movetype = MOVETYPE_TOSS;
328: self->svflags |= SVF_DEADMONSTER;
329: self->nextthink = 0;
330: gi.linkentity (self);
331: }
332:
333:
334: mframe_t berserk_frames_death1 [] =
335: {
336: ai_move, 0, NULL,
337: ai_move, 0, NULL,
338: ai_move, 0, NULL,
339: ai_move, 0, NULL,
340: ai_move, 0, NULL,
341: ai_move, 0, NULL,
342: ai_move, 0, NULL,
343: ai_move, 0, NULL,
344: ai_move, 0, NULL,
345: ai_move, 0, NULL,
346: ai_move, 0, NULL,
347: ai_move, 0, NULL,
348: ai_move, 0, NULL
349:
350: };
351: mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
352:
353:
354: mframe_t berserk_frames_death2 [] =
355: {
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: ai_move, 0, NULL,
363: ai_move, 0, NULL
364: };
365: mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
366:
367:
368: void berserk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
369: {
370: int n;
371:
372: if (self->health <= self->gib_health)
373: {
374: gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
375: for (n= 0; n < 2; n++)
376: ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
377: for (n= 0; n < 4; n++)
378: ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
379: ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
380: self->deadflag = DEAD_DEAD;
381: return;
382: }
383:
384: if (self->deadflag == DEAD_DEAD)
385: return;
386:
387: gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
388: self->deadflag = DEAD_DEAD;
389: self->takedamage = DAMAGE_YES;
390:
391: if (damage >= 50)
392: self->monsterinfo.currentmove = &berserk_move_death1;
393: else
394: self->monsterinfo.currentmove = &berserk_move_death2;
395: }
396:
397: //===========
398: //PGM
399: void berserk_jump_now (edict_t *self)
400: {
401: vec3_t forward,up;
402:
403: AngleVectors (self->s.angles, forward, NULL, up);
404: VectorMA(self->velocity, 100, forward, self->velocity);
405: VectorMA(self->velocity, 300, up, self->velocity);
406: }
407:
408: void berserk_jump2_now (edict_t *self)
409: {
410: vec3_t forward,up;
411:
412: AngleVectors (self->s.angles, forward, NULL, up);
413: VectorMA(self->velocity, 150, forward, self->velocity);
414: VectorMA(self->velocity, 400, up, self->velocity);
415: }
416:
417: void berserk_jump_wait_land (edict_t *self)
418: {
419: if(self->groundentity == NULL)
420: self->monsterinfo.nextframe = self->s.frame;
421: else
422: self->monsterinfo.nextframe = self->s.frame + 1;
423: }
424:
425: mframe_t berserk_frames_jump [] =
426: {
427: ai_move, 0, NULL,
428: ai_move, 0, NULL,
429: ai_move, 0, NULL,
430: ai_move, 0, berserk_jump_now,
431: ai_move, 0, NULL,
432: ai_move, 0, NULL,
433: ai_move, 0, berserk_jump_wait_land,
434: ai_move, 0, NULL,
435: ai_move, 0, NULL
436: };
437: mmove_t berserk_move_jump = { FRAME_jump1, FRAME_jump9, berserk_frames_jump, berserk_run };
438:
439: mframe_t berserk_frames_jump2 [] =
440: {
441: ai_move, -8, NULL,
442: ai_move, -4, NULL,
443: ai_move, -4, NULL,
444: ai_move, 0, berserk_jump_now,
445: ai_move, 0, NULL,
446: ai_move, 0, NULL,
447: ai_move, 0, berserk_jump_wait_land,
448: ai_move, 0, NULL,
449: ai_move, 0, NULL
450: };
451: mmove_t berserk_move_jump2 = { FRAME_jump1, FRAME_jump9, berserk_frames_jump2, berserk_run };
452:
453: void berserk_jump (edict_t *self)
454: {
455: if(!self->enemy)
456: return;
457:
458: monster_done_dodge (self);
459:
460: if(self->enemy->s.origin[2] > self->s.origin[2])
461: self->monsterinfo.currentmove = &berserk_move_jump2;
462: else
463: self->monsterinfo.currentmove = &berserk_move_jump;
464: }
465:
466: qboolean berserk_blocked (edict_t *self, float dist)
467: {
468: if(blocked_checkjump (self, dist, 256, 40))
469: {
470: berserk_jump(self);
471: return true;
472: }
473:
474: if(blocked_checkplat (self, dist))
475: return true;
476:
477: return false;
478: }
479: //PGM
480: //===========
481:
482: void berserk_sidestep (edict_t *self)
483: {
484: // if we're jumping, don't dodge
485: if ((self->monsterinfo.currentmove == &berserk_move_jump) ||
486: (self->monsterinfo.currentmove == &berserk_move_jump2))
487: {
488: return;
489: }
490:
491: // don't check for attack; the eta should suffice for melee monsters
492:
493: if (self->monsterinfo.currentmove != &berserk_move_run1)
494: self->monsterinfo.currentmove = &berserk_move_run1;
495: }
496:
497:
498: /*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
499: */
500: void SP_monster_berserk (edict_t *self)
501: {
502: if (deathmatch->value)
503: {
504: G_FreeEdict (self);
505: return;
506: }
507:
508: // pre-caches
509: sound_pain = gi.soundindex ("berserk/berpain2.wav");
510: sound_die = gi.soundindex ("berserk/berdeth2.wav");
511: sound_idle = gi.soundindex ("berserk/beridle1.wav");
512: sound_punch = gi.soundindex ("berserk/attack.wav");
513: sound_search = gi.soundindex ("berserk/bersrch1.wav");
514: sound_sight = gi.soundindex ("berserk/sight.wav");
515:
516: self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
517: VectorSet (self->mins, -16, -16, -24);
518: VectorSet (self->maxs, 16, 16, 32);
519: self->movetype = MOVETYPE_STEP;
520: self->solid = SOLID_BBOX;
521:
522: self->health = 240;
523: self->gib_health = -60;
524: self->mass = 250;
525:
526: self->pain = berserk_pain;
527: self->die = berserk_die;
528:
529: self->monsterinfo.stand = berserk_stand;
530: self->monsterinfo.walk = berserk_walk;
531: self->monsterinfo.run = berserk_run;
532: // pmm
533: // self->monsterinfo.dodge = NULL;
534: self->monsterinfo.dodge = M_MonsterDodge;
535: self->monsterinfo.sidestep = berserk_sidestep;
536: // pmm
537: self->monsterinfo.attack = NULL;
538: self->monsterinfo.melee = berserk_melee;
539: self->monsterinfo.sight = berserk_sight;
540: self->monsterinfo.search = berserk_search;
541: self->monsterinfo.blocked = berserk_blocked; //PGM
542:
543: self->monsterinfo.currentmove = &berserk_move_stand;
544: self->monsterinfo.scale = MODEL_SCALE;
545:
546: gi.linkentity (self);
547:
548: walkmonster_start (self);
549: }
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