m_gunner.c (14951B)
1 /* 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 /* 21 ============================================================================== 22 23 GUNNER 24 25 ============================================================================== 26 */ 27 28 #include "g_local.h" 29 #include "m_gunner.h" 30 31 32 static int sound_pain; 33 static int sound_pain2; 34 static int sound_death; 35 static int sound_idle; 36 static int sound_open; 37 static int sound_search; 38 static int sound_sight; 39 40 41 void gunner_idlesound (edict_t *self) 42 { 43 gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); 44 } 45 46 void gunner_sight (edict_t *self, edict_t *other) 47 { 48 gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); 49 } 50 51 void gunner_search (edict_t *self) 52 { 53 gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); 54 } 55 56 57 qboolean visible (edict_t *self, edict_t *other); 58 void GunnerGrenade (edict_t *self); 59 void GunnerFire (edict_t *self); 60 void gunner_fire_chain(edict_t *self); 61 void gunner_refire_chain(edict_t *self); 62 63 64 void gunner_stand (edict_t *self); 65 66 mframe_t gunner_frames_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, gunner_idlesound, 76 ai_stand, 0, NULL, 77 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 ai_stand, 0, NULL, 90 ai_stand, 0, NULL, 91 ai_stand, 0, NULL, 92 ai_stand, 0, NULL, 93 ai_stand, 0, NULL, 94 ai_stand, 0, NULL, 95 ai_stand, 0, NULL, 96 ai_stand, 0, NULL, 97 ai_stand, 0, NULL, 98 ai_stand, 0, NULL, 99 100 ai_stand, 0, NULL, 101 ai_stand, 0, NULL, 102 ai_stand, 0, NULL, 103 ai_stand, 0, NULL, 104 ai_stand, 0, NULL, 105 ai_stand, 0, NULL, 106 ai_stand, 0, NULL, 107 ai_stand, 0, NULL, 108 ai_stand, 0, NULL, 109 ai_stand, 0, NULL, 110 111 ai_stand, 0, NULL, 112 ai_stand, 0, NULL, 113 ai_stand, 0, NULL, 114 ai_stand, 0, NULL, 115 ai_stand, 0, NULL, 116 ai_stand, 0, NULL, 117 ai_stand, 0, NULL, 118 ai_stand, 0, NULL, 119 ai_stand, 0, NULL, 120 ai_stand, 0, NULL 121 }; 122 mmove_t gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand}; 123 124 void gunner_fidget (edict_t *self) 125 { 126 if (self->monsterinfo.aiflags & AI_STAND_GROUND) 127 return; 128 if (random() <= 0.05) 129 self->monsterinfo.currentmove = &gunner_move_fidget; 130 } 131 132 mframe_t gunner_frames_stand [] = 133 { 134 ai_stand, 0, NULL, 135 ai_stand, 0, NULL, 136 ai_stand, 0, NULL, 137 ai_stand, 0, NULL, 138 ai_stand, 0, NULL, 139 ai_stand, 0, NULL, 140 ai_stand, 0, NULL, 141 ai_stand, 0, NULL, 142 ai_stand, 0, NULL, 143 ai_stand, 0, gunner_fidget, 144 145 ai_stand, 0, NULL, 146 ai_stand, 0, NULL, 147 ai_stand, 0, NULL, 148 ai_stand, 0, NULL, 149 ai_stand, 0, NULL, 150 ai_stand, 0, NULL, 151 ai_stand, 0, NULL, 152 ai_stand, 0, NULL, 153 ai_stand, 0, NULL, 154 ai_stand, 0, gunner_fidget, 155 156 ai_stand, 0, NULL, 157 ai_stand, 0, NULL, 158 ai_stand, 0, NULL, 159 ai_stand, 0, NULL, 160 ai_stand, 0, NULL, 161 ai_stand, 0, NULL, 162 ai_stand, 0, NULL, 163 ai_stand, 0, NULL, 164 ai_stand, 0, NULL, 165 ai_stand, 0, gunner_fidget 166 }; 167 mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL}; 168 169 void gunner_stand (edict_t *self) 170 { 171 self->monsterinfo.currentmove = &gunner_move_stand; 172 } 173 174 175 mframe_t gunner_frames_walk [] = 176 { 177 ai_walk, 0, NULL, 178 ai_walk, 3, NULL, 179 ai_walk, 4, NULL, 180 ai_walk, 5, NULL, 181 ai_walk, 7, NULL, 182 ai_walk, 2, NULL, 183 ai_walk, 6, NULL, 184 ai_walk, 4, NULL, 185 ai_walk, 2, NULL, 186 ai_walk, 7, NULL, 187 ai_walk, 5, NULL, 188 ai_walk, 7, NULL, 189 ai_walk, 4, NULL 190 }; 191 mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL}; 192 193 void gunner_walk (edict_t *self) 194 { 195 self->monsterinfo.currentmove = &gunner_move_walk; 196 } 197 198 mframe_t gunner_frames_run [] = 199 { 200 ai_run, 26, NULL, 201 ai_run, 9, NULL, 202 ai_run, 9, NULL, 203 ai_run, 9, NULL, 204 ai_run, 15, NULL, 205 ai_run, 10, NULL, 206 ai_run, 13, NULL, 207 ai_run, 6, NULL 208 }; 209 210 mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL}; 211 212 void gunner_run (edict_t *self) 213 { 214 if (self->monsterinfo.aiflags & AI_STAND_GROUND) 215 self->monsterinfo.currentmove = &gunner_move_stand; 216 else 217 self->monsterinfo.currentmove = &gunner_move_run; 218 } 219 220 mframe_t gunner_frames_runandshoot [] = 221 { 222 ai_run, 32, NULL, 223 ai_run, 15, NULL, 224 ai_run, 10, NULL, 225 ai_run, 18, NULL, 226 ai_run, 8, NULL, 227 ai_run, 20, NULL 228 }; 229 230 mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL}; 231 232 void gunner_runandshoot (edict_t *self) 233 { 234 self->monsterinfo.currentmove = &gunner_move_runandshoot; 235 } 236 237 mframe_t gunner_frames_pain3 [] = 238 { 239 ai_move, -3, NULL, 240 ai_move, 1, NULL, 241 ai_move, 1, NULL, 242 ai_move, 0, NULL, 243 ai_move, 1, NULL 244 }; 245 mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run}; 246 247 mframe_t gunner_frames_pain2 [] = 248 { 249 ai_move, -2, NULL, 250 ai_move, 11, NULL, 251 ai_move, 6, NULL, 252 ai_move, 2, NULL, 253 ai_move, -1, NULL, 254 ai_move, -7, NULL, 255 ai_move, -2, NULL, 256 ai_move, -7, NULL 257 }; 258 mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run}; 259 260 mframe_t gunner_frames_pain1 [] = 261 { 262 ai_move, 2, NULL, 263 ai_move, 0, NULL, 264 ai_move, -5, NULL, 265 ai_move, 3, NULL, 266 ai_move, -1, NULL, 267 ai_move, 0, NULL, 268 ai_move, 0, NULL, 269 ai_move, 0, NULL, 270 ai_move, 0, NULL, 271 ai_move, 1, NULL, 272 ai_move, 1, NULL, 273 ai_move, 2, NULL, 274 ai_move, 1, NULL, 275 ai_move, 0, NULL, 276 ai_move, -2, NULL, 277 ai_move, -2, NULL, 278 ai_move, 0, NULL, 279 ai_move, 0, NULL 280 }; 281 mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run}; 282 283 void gunner_pain (edict_t *self, edict_t *other, float kick, int damage) 284 { 285 if (self->health < (self->max_health / 2)) 286 self->s.skinnum = 1; 287 288 if (level.time < self->pain_debounce_time) 289 return; 290 291 self->pain_debounce_time = level.time + 3; 292 293 if (rand()&1) 294 gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); 295 else 296 gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); 297 298 if (skill->value == 3) 299 return; // no pain anims in nightmare 300 301 if (damage <= 10) 302 self->monsterinfo.currentmove = &gunner_move_pain3; 303 else if (damage <= 25) 304 self->monsterinfo.currentmove = &gunner_move_pain2; 305 else 306 self->monsterinfo.currentmove = &gunner_move_pain1; 307 } 308 309 void gunner_dead (edict_t *self) 310 { 311 VectorSet (self->mins, -16, -16, -24); 312 VectorSet (self->maxs, 16, 16, -8); 313 self->movetype = MOVETYPE_TOSS; 314 self->svflags |= SVF_DEADMONSTER; 315 self->nextthink = 0; 316 gi.linkentity (self); 317 } 318 319 mframe_t gunner_frames_death [] = 320 { 321 ai_move, 0, NULL, 322 ai_move, 0, NULL, 323 ai_move, 0, NULL, 324 ai_move, -7, NULL, 325 ai_move, -3, NULL, 326 ai_move, -5, NULL, 327 ai_move, 8, NULL, 328 ai_move, 6, NULL, 329 ai_move, 0, NULL, 330 ai_move, 0, NULL, 331 ai_move, 0, NULL 332 }; 333 mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead}; 334 335 void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) 336 { 337 int n; 338 339 // check for gib 340 if (self->health <= self->gib_health) 341 { 342 gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); 343 for (n= 0; n < 2; n++) 344 ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); 345 for (n= 0; n < 4; n++) 346 ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); 347 ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); 348 self->deadflag = DEAD_DEAD; 349 return; 350 } 351 352 if (self->deadflag == DEAD_DEAD) 353 return; 354 355 // regular death 356 gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); 357 self->deadflag = DEAD_DEAD; 358 self->takedamage = DAMAGE_YES; 359 self->monsterinfo.currentmove = &gunner_move_death; 360 } 361 362 363 void gunner_duck_down (edict_t *self) 364 { 365 if (self->monsterinfo.aiflags & AI_DUCKED) 366 return; 367 self->monsterinfo.aiflags |= AI_DUCKED; 368 if (skill->value >= 2) 369 { 370 if (random() > 0.5) 371 GunnerGrenade (self); 372 } 373 374 self->maxs[2] -= 32; 375 self->takedamage = DAMAGE_YES; 376 self->monsterinfo.pausetime = level.time + 1; 377 gi.linkentity (self); 378 } 379 380 void gunner_duck_hold (edict_t *self) 381 { 382 if (level.time >= self->monsterinfo.pausetime) 383 self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; 384 else 385 self->monsterinfo.aiflags |= AI_HOLD_FRAME; 386 } 387 388 void gunner_duck_up (edict_t *self) 389 { 390 self->monsterinfo.aiflags &= ~AI_DUCKED; 391 self->maxs[2] += 32; 392 self->takedamage = DAMAGE_AIM; 393 gi.linkentity (self); 394 } 395 396 mframe_t gunner_frames_duck [] = 397 { 398 ai_move, 1, gunner_duck_down, 399 ai_move, 1, NULL, 400 ai_move, 1, gunner_duck_hold, 401 ai_move, 0, NULL, 402 ai_move, -1, NULL, 403 ai_move, -1, NULL, 404 ai_move, 0, gunner_duck_up, 405 ai_move, -1, NULL 406 }; 407 mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run}; 408 409 void gunner_dodge (edict_t *self, edict_t *attacker, float eta) 410 { 411 if (random() > 0.25) 412 return; 413 414 if (!self->enemy) 415 self->enemy = attacker; 416 417 self->monsterinfo.currentmove = &gunner_move_duck; 418 } 419 420 421 void gunner_opengun (edict_t *self) 422 { 423 gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0); 424 } 425 426 void GunnerFire (edict_t *self) 427 { 428 vec3_t start; 429 vec3_t forward, right; 430 vec3_t target; 431 vec3_t aim; 432 int flash_number; 433 434 flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216); 435 436 AngleVectors (self->s.angles, forward, right, NULL); 437 G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); 438 439 // project enemy back a bit and target there 440 VectorCopy (self->enemy->s.origin, target); 441 VectorMA (target, -0.2, self->enemy->velocity, target); 442 target[2] += self->enemy->viewheight; 443 444 VectorSubtract (target, start, aim); 445 VectorNormalize (aim); 446 monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); 447 } 448 449 void GunnerGrenade (edict_t *self) 450 { 451 vec3_t start; 452 vec3_t forward, right; 453 vec3_t aim; 454 int flash_number; 455 456 if (self->s.frame == FRAME_attak105) 457 flash_number = MZ2_GUNNER_GRENADE_1; 458 else if (self->s.frame == FRAME_attak108) 459 flash_number = MZ2_GUNNER_GRENADE_2; 460 else if (self->s.frame == FRAME_attak111) 461 flash_number = MZ2_GUNNER_GRENADE_3; 462 else // (self->s.frame == FRAME_attak114) 463 flash_number = MZ2_GUNNER_GRENADE_4; 464 465 AngleVectors (self->s.angles, forward, right, NULL); 466 G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); 467 468 //FIXME : do a spread -225 -75 75 225 degrees around forward 469 VectorCopy (forward, aim); 470 471 monster_fire_grenade (self, start, aim, 50, 600, flash_number); 472 } 473 474 mframe_t gunner_frames_attack_chain [] = 475 { 476 /* 477 ai_charge, 0, NULL, 478 ai_charge, 0, NULL, 479 ai_charge, 0, NULL, 480 ai_charge, 0, NULL, 481 ai_charge, 0, NULL, 482 ai_charge, 0, NULL, 483 ai_charge, 0, NULL, 484 ai_charge, 0, NULL, 485 */ 486 ai_charge, 0, gunner_opengun, 487 ai_charge, 0, NULL, 488 ai_charge, 0, NULL, 489 ai_charge, 0, NULL, 490 ai_charge, 0, NULL, 491 ai_charge, 0, NULL, 492 ai_charge, 0, NULL 493 }; 494 mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain}; 495 496 mframe_t gunner_frames_fire_chain [] = 497 { 498 ai_charge, 0, GunnerFire, 499 ai_charge, 0, GunnerFire, 500 ai_charge, 0, GunnerFire, 501 ai_charge, 0, GunnerFire, 502 ai_charge, 0, GunnerFire, 503 ai_charge, 0, GunnerFire, 504 ai_charge, 0, GunnerFire, 505 ai_charge, 0, GunnerFire 506 }; 507 mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain}; 508 509 mframe_t gunner_frames_endfire_chain [] = 510 { 511 ai_charge, 0, NULL, 512 ai_charge, 0, NULL, 513 ai_charge, 0, NULL, 514 ai_charge, 0, NULL, 515 ai_charge, 0, NULL, 516 ai_charge, 0, NULL, 517 ai_charge, 0, NULL 518 }; 519 mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run}; 520 521 mframe_t gunner_frames_attack_grenade [] = 522 { 523 ai_charge, 0, NULL, 524 ai_charge, 0, NULL, 525 ai_charge, 0, NULL, 526 ai_charge, 0, NULL, 527 ai_charge, 0, GunnerGrenade, 528 ai_charge, 0, NULL, 529 ai_charge, 0, NULL, 530 ai_charge, 0, GunnerGrenade, 531 ai_charge, 0, NULL, 532 ai_charge, 0, NULL, 533 ai_charge, 0, GunnerGrenade, 534 ai_charge, 0, NULL, 535 ai_charge, 0, NULL, 536 ai_charge, 0, GunnerGrenade, 537 ai_charge, 0, NULL, 538 ai_charge, 0, NULL, 539 ai_charge, 0, NULL, 540 ai_charge, 0, NULL, 541 ai_charge, 0, NULL, 542 ai_charge, 0, NULL, 543 ai_charge, 0, NULL 544 }; 545 mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run}; 546 547 void gunner_attack(edict_t *self) 548 { 549 if (range (self, self->enemy) == RANGE_MELEE) 550 { 551 self->monsterinfo.currentmove = &gunner_move_attack_chain; 552 } 553 else 554 { 555 if (random() <= 0.5) 556 self->monsterinfo.currentmove = &gunner_move_attack_grenade; 557 else 558 self->monsterinfo.currentmove = &gunner_move_attack_chain; 559 } 560 } 561 562 void gunner_fire_chain(edict_t *self) 563 { 564 self->monsterinfo.currentmove = &gunner_move_fire_chain; 565 } 566 567 void gunner_refire_chain(edict_t *self) 568 { 569 if (self->enemy->health > 0) 570 if ( visible (self, self->enemy) ) 571 if (random() <= 0.5) 572 { 573 self->monsterinfo.currentmove = &gunner_move_fire_chain; 574 return; 575 } 576 self->monsterinfo.currentmove = &gunner_move_endfire_chain; 577 } 578 579 /*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight 580 */ 581 void SP_monster_gunner (edict_t *self) 582 { 583 if (deathmatch->value) 584 { 585 G_FreeEdict (self); 586 return; 587 } 588 589 sound_death = gi.soundindex ("gunner/death1.wav"); 590 sound_pain = gi.soundindex ("gunner/gunpain2.wav"); 591 sound_pain2 = gi.soundindex ("gunner/gunpain1.wav"); 592 sound_idle = gi.soundindex ("gunner/gunidle1.wav"); 593 sound_open = gi.soundindex ("gunner/gunatck1.wav"); 594 sound_search = gi.soundindex ("gunner/gunsrch1.wav"); 595 sound_sight = gi.soundindex ("gunner/sight1.wav"); 596 597 gi.soundindex ("gunner/gunatck2.wav"); 598 gi.soundindex ("gunner/gunatck3.wav"); 599 600 self->movetype = MOVETYPE_STEP; 601 self->solid = SOLID_BBOX; 602 self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2"); 603 VectorSet (self->mins, -16, -16, -24); 604 VectorSet (self->maxs, 16, 16, 32); 605 606 self->health = 175; 607 self->gib_health = -70; 608 self->mass = 200; 609 610 self->pain = gunner_pain; 611 self->die = gunner_die; 612 613 self->monsterinfo.stand = gunner_stand; 614 self->monsterinfo.walk = gunner_walk; 615 self->monsterinfo.run = gunner_run; 616 self->monsterinfo.dodge = gunner_dodge; 617 self->monsterinfo.attack = gunner_attack; 618 self->monsterinfo.melee = NULL; 619 self->monsterinfo.sight = gunner_sight; 620 self->monsterinfo.search = gunner_search; 621 622 gi.linkentity (self); 623 624 self->monsterinfo.currentmove = &gunner_move_stand; 625 self->monsterinfo.scale = MODEL_SCALE; 626 627 walkmonster_start (self); 628 }