Annotation of quake2/xatrix/m_gladiator.c, revision 1.1

1.1     ! root        1: /*
        !             2: ==============================================================================
        !             3: 
        !             4: GLADIATOR
        !             5: 
        !             6: ==============================================================================
        !             7: */
        !             8: 
        !             9: #include "g_local.h"
        !            10: #include "m_gladiator.h"
        !            11: 
        !            12: 
        !            13: static int     sound_pain1;
        !            14: static int     sound_pain2;
        !            15: static int     sound_die;
        !            16: static int     sound_gun;
        !            17: static int     sound_cleaver_swing;
        !            18: static int     sound_cleaver_hit;
        !            19: static int     sound_cleaver_miss;
        !            20: static int     sound_idle;
        !            21: static int     sound_search;
        !            22: static int     sound_sight;
        !            23: 
        !            24: 
        !            25: void gladiator_idle (edict_t *self)
        !            26: {
        !            27:        gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
        !            28: }
        !            29: 
        !            30: void gladiator_sight (edict_t *self, edict_t *other)
        !            31: {
        !            32:        gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
        !            33: }
        !            34: 
        !            35: void gladiator_search (edict_t *self)
        !            36: {
        !            37:        gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
        !            38: }
        !            39: 
        !            40: void gladiator_cleaver_swing (edict_t *self)
        !            41: {
        !            42:        gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
        !            43: }
        !            44: 
        !            45: mframe_t gladiator_frames_stand [] =
        !            46: {
        !            47:        ai_stand, 0, NULL,
        !            48:        ai_stand, 0, NULL,
        !            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: };
        !            55: mmove_t gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};
        !            56: 
        !            57: void gladiator_stand (edict_t *self)
        !            58: {
        !            59:        self->monsterinfo.currentmove = &gladiator_move_stand;
        !            60: }
        !            61: 
        !            62: 
        !            63: mframe_t gladiator_frames_walk [] =
        !            64: {
        !            65:        ai_walk, 15, NULL,
        !            66:        ai_walk, 7,  NULL,
        !            67:        ai_walk, 6,  NULL,
        !            68:        ai_walk, 5,  NULL,
        !            69:        ai_walk, 2,  NULL,
        !            70:        ai_walk, 0,  NULL,
        !            71:        ai_walk, 2,  NULL,
        !            72:        ai_walk, 8,  NULL,
        !            73:        ai_walk, 12, NULL,
        !            74:        ai_walk, 8,  NULL,
        !            75:        ai_walk, 5,  NULL,
        !            76:        ai_walk, 5,  NULL,
        !            77:        ai_walk, 2,  NULL,
        !            78:        ai_walk, 2,  NULL,
        !            79:        ai_walk, 1,  NULL,
        !            80:        ai_walk, 8,  NULL
        !            81: };
        !            82: mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};
        !            83: 
        !            84: void gladiator_walk (edict_t *self)
        !            85: {
        !            86:        self->monsterinfo.currentmove = &gladiator_move_walk;
        !            87: }
        !            88: 
        !            89: 
        !            90: mframe_t gladiator_frames_run [] =
        !            91: {
        !            92:        ai_run, 23,     NULL,
        !            93:        ai_run, 14,     NULL,
        !            94:        ai_run, 14,     NULL,
        !            95:        ai_run, 21,     NULL,
        !            96:        ai_run, 12,     NULL,
        !            97:        ai_run, 13,     NULL
        !            98: };
        !            99: mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};
        !           100: 
        !           101: void gladiator_run (edict_t *self)
        !           102: {
        !           103:        if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        !           104:                self->monsterinfo.currentmove = &gladiator_move_stand;
        !           105:        else
        !           106:                self->monsterinfo.currentmove = &gladiator_move_run;
        !           107: }
        !           108: 
        !           109: 
        !           110: void GaldiatorMelee (edict_t *self)
        !           111: {
        !           112:        vec3_t  aim;
        !           113: 
        !           114:        VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
        !           115:        if (fire_hit (self, aim, (20 + (rand() %5)), 300))
        !           116:                gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
        !           117:        else
        !           118:                gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
        !           119: }
        !           120: 
        !           121: mframe_t gladiator_frames_attack_melee [] =
        !           122: {
        !           123:        ai_charge, 0, NULL,
        !           124:        ai_charge, 0, NULL,
        !           125:        ai_charge, 0, NULL,
        !           126:        ai_charge, 0, NULL,
        !           127:        ai_charge, 0, gladiator_cleaver_swing,
        !           128:        ai_charge, 0, NULL,
        !           129:        ai_charge, 0, GaldiatorMelee,
        !           130:        ai_charge, 0, NULL,
        !           131:        ai_charge, 0, NULL,
        !           132:        ai_charge, 0, NULL,
        !           133:        ai_charge, 0, gladiator_cleaver_swing,
        !           134:        ai_charge, 0, NULL,
        !           135:        ai_charge, 0, NULL,
        !           136:        ai_charge, 0, GaldiatorMelee,
        !           137:        ai_charge, 0, NULL,
        !           138:        ai_charge, 0, NULL,
        !           139:        ai_charge, 0, NULL
        !           140: };
        !           141: mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};
        !           142: 
        !           143: void gladiator_melee(edict_t *self)
        !           144: {
        !           145:        self->monsterinfo.currentmove = &gladiator_move_attack_melee;
        !           146: }
        !           147: 
        !           148: 
        !           149: void GladiatorGun (edict_t *self)
        !           150: {
        !           151:        vec3_t  start;
        !           152:        vec3_t  dir;
        !           153:        vec3_t  forward, right;
        !           154: 
        !           155:        AngleVectors (self->s.angles, forward, right, NULL);
        !           156:        G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);
        !           157: 
        !           158:        // calc direction to where we targted
        !           159:        VectorSubtract (self->pos1, start, dir);
        !           160:        VectorNormalize (dir);
        !           161: 
        !           162:        monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
        !           163: }
        !           164: 
        !           165: mframe_t gladiator_frames_attack_gun [] =
        !           166: {
        !           167:        ai_charge, 0, NULL,
        !           168:        ai_charge, 0, NULL,
        !           169:        ai_charge, 0, NULL,
        !           170:        ai_charge, 0, GladiatorGun,
        !           171:        ai_charge, 0, NULL,
        !           172:        ai_charge, 0, NULL,
        !           173:        ai_charge, 0, NULL,
        !           174:        ai_charge, 0, NULL,
        !           175:        ai_charge, 0, NULL
        !           176: };
        !           177: mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};
        !           178: 
        !           179: void gladiator_attack(edict_t *self)
        !           180: {
        !           181:        float   range;
        !           182:        vec3_t  v;
        !           183: 
        !           184:        // a small safe zone
        !           185:        VectorSubtract (self->s.origin, self->enemy->s.origin, v);
        !           186:        range = VectorLength(v);
        !           187:        if (range <= (MELEE_DISTANCE + 32))
        !           188:                return;
        !           189: 
        !           190:        // charge up the railgun
        !           191:        gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
        !           192:        VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot
        !           193:        self->pos1[2] += self->enemy->viewheight;
        !           194:        self->monsterinfo.currentmove = &gladiator_move_attack_gun;
        !           195: }
        !           196: 
        !           197: 
        !           198: mframe_t gladiator_frames_pain [] =
        !           199: {
        !           200:        ai_move, 0, NULL,
        !           201:        ai_move, 0, NULL,
        !           202:        ai_move, 0, NULL,
        !           203:        ai_move, 0, NULL,
        !           204:        ai_move, 0, NULL,
        !           205:        ai_move, 0, NULL
        !           206: };
        !           207: mmove_t gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};
        !           208: 
        !           209: mframe_t gladiator_frames_pain_air [] =
        !           210: {
        !           211:        ai_move, 0, NULL,
        !           212:        ai_move, 0, NULL,
        !           213:        ai_move, 0, NULL,
        !           214:        ai_move, 0, NULL,
        !           215:        ai_move, 0, NULL,
        !           216:        ai_move, 0, NULL,
        !           217:        ai_move, 0, NULL
        !           218: };
        !           219: mmove_t gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};
        !           220: 
        !           221: void gladiator_pain (edict_t *self, edict_t *other, float kick, int damage)
        !           222: {
        !           223: 
        !           224:        if (self->health < (self->max_health / 2))
        !           225:                self->s.skinnum = 1;
        !           226: 
        !           227:        if (level.time < self->pain_debounce_time)
        !           228:        {
        !           229:                if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
        !           230:                        self->monsterinfo.currentmove = &gladiator_move_pain_air;
        !           231:                return;
        !           232:        }
        !           233: 
        !           234:        self->pain_debounce_time = level.time + 3;
        !           235: 
        !           236:        if (random() < 0.5)
        !           237:                gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
        !           238:        else
        !           239:                gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
        !           240: 
        !           241:        if (skill->value == 3)
        !           242:                return;         // no pain anims in nightmare
        !           243: 
        !           244:        if (self->velocity[2] > 100)
        !           245:                self->monsterinfo.currentmove = &gladiator_move_pain_air;
        !           246:        else
        !           247:                self->monsterinfo.currentmove = &gladiator_move_pain;
        !           248:        
        !           249: }
        !           250: 
        !           251: 
        !           252: void gladiator_dead (edict_t *self)
        !           253: {
        !           254:        VectorSet (self->mins, -16, -16, -24);
        !           255:        VectorSet (self->maxs, 16, 16, -8);
        !           256:        self->movetype = MOVETYPE_TOSS;
        !           257:        self->svflags |= SVF_DEADMONSTER;
        !           258:        self->nextthink = 0;
        !           259:        gi.linkentity (self);
        !           260: }
        !           261: 
        !           262: mframe_t gladiator_frames_death [] =
        !           263: {
        !           264:        ai_move, 0, NULL,
        !           265:        ai_move, 0, NULL,
        !           266:        ai_move, 0, NULL,
        !           267:        ai_move, 0, NULL,
        !           268:        ai_move, 0, NULL,
        !           269:        ai_move, 0, NULL,
        !           270:        ai_move, 0, NULL,
        !           271:        ai_move, 0, NULL,
        !           272:        ai_move, 0, NULL,
        !           273:        ai_move, 0, NULL,
        !           274:        ai_move, 0, NULL,
        !           275:        ai_move, 0, NULL,
        !           276:        ai_move, 0, NULL,
        !           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: };
        !           287: mmove_t gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};
        !           288: 
        !           289: void gladiator_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
        !           290: {
        !           291:        int             n;
        !           292: 
        !           293: // check for gib
        !           294:        if (self->health <= self->gib_health)
        !           295:        {
        !           296:                gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
        !           297:                for (n= 0; n < 2; n++)
        !           298:                        ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
        !           299:                for (n= 0; n < 4; n++)
        !           300:                        ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
        !           301:                ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
        !           302:                self->deadflag = DEAD_DEAD;
        !           303:                return;
        !           304:        }
        !           305: 
        !           306:        if (self->deadflag == DEAD_DEAD)
        !           307:                return;
        !           308: 
        !           309: // regular death
        !           310:        gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
        !           311:        self->deadflag = DEAD_DEAD;
        !           312:        self->takedamage = DAMAGE_YES;
        !           313: 
        !           314:        self->monsterinfo.currentmove = &gladiator_move_death;
        !           315: }
        !           316: 
        !           317: 
        !           318: /*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
        !           319: */
        !           320: void SP_monster_gladiator (edict_t *self)
        !           321: {
        !           322:        if (deathmatch->value)
        !           323:        {
        !           324:                G_FreeEdict (self);
        !           325:                return;
        !           326:        }
        !           327: 
        !           328: 
        !           329:        sound_pain1 = gi.soundindex ("gladiator/pain.wav");     
        !           330:        sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav"); 
        !           331:        sound_die = gi.soundindex ("gladiator/glddeth2.wav");   
        !           332:        sound_gun = gi.soundindex ("gladiator/railgun.wav");
        !           333:        sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav");
        !           334:        sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav");
        !           335:        sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav");
        !           336:        sound_idle = gi.soundindex ("gladiator/gldidle1.wav");
        !           337:        sound_search = gi.soundindex ("gladiator/gldsrch1.wav");
        !           338:        sound_sight = gi.soundindex ("gladiator/sight.wav");
        !           339: 
        !           340:        self->movetype = MOVETYPE_STEP;
        !           341:        self->solid = SOLID_BBOX;
        !           342:        self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2");
        !           343:        VectorSet (self->mins, -32, -32, -24);
        !           344:        VectorSet (self->maxs, 32, 32, 64);
        !           345: 
        !           346:        self->health = 400;
        !           347:        self->gib_health = -175;
        !           348:        self->mass = 400;
        !           349: 
        !           350:        self->pain = gladiator_pain;
        !           351:        self->die = gladiator_die;
        !           352: 
        !           353:        self->monsterinfo.stand = gladiator_stand;
        !           354:        self->monsterinfo.walk = gladiator_walk;
        !           355:        self->monsterinfo.run = gladiator_run;
        !           356:        self->monsterinfo.dodge = NULL;
        !           357:        self->monsterinfo.attack = gladiator_attack;
        !           358:        self->monsterinfo.melee = gladiator_melee;
        !           359:        self->monsterinfo.sight = gladiator_sight;
        !           360:        self->monsterinfo.idle = gladiator_idle;
        !           361:        self->monsterinfo.search = gladiator_search;
        !           362: 
        !           363:        gi.linkentity (self);
        !           364:        self->monsterinfo.currentmove = &gladiator_move_stand;
        !           365:        self->monsterinfo.scale = MODEL_SCALE;
        !           366: 
        !           367:        walkmonster_start (self);
        !           368: }
        !           369: 

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