ref: 710f779fdacf57a6311c62c6e29a5e8e18576c3f
dir: /game/m_insane.c/
/* Copyright (C) 1997-2001 Id Software, Inc. 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. */ /* ============================================================================== insane ============================================================================== */ #include "g_local.h" #include "m_insane.h" static int sound_fist; static int sound_shake; static int sound_moan; static int sound_scream[8]; void insane_fist (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_fist, 1, ATTN_IDLE, 0); } void insane_shake (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_shake, 1, ATTN_IDLE, 0); } void insane_moan (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_moan, 1, ATTN_IDLE, 0); } void insane_scream (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_scream[rand()%8], 1, ATTN_IDLE, 0); } void insane_stand (edict_t *self); void insane_dead (edict_t *self); void insane_cross (edict_t *self); void insane_walk (edict_t *self); void insane_run (edict_t *self); void insane_checkdown (edict_t *self); void insane_checkup (edict_t *self); void insane_onground (edict_t *self); mframe_t insane_frames_stand_normal [] = { ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, insane_checkdown }; mmove_t insane_move_stand_normal = {FRAME_stand60, FRAME_stand65, insane_frames_stand_normal, insane_stand}; mframe_t insane_frames_stand_insane [] = { ai_stand, 0, insane_shake, 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, 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, insane_checkdown }; mmove_t insane_move_stand_insane = {FRAME_stand65, FRAME_stand94, insane_frames_stand_insane, insane_stand}; mframe_t insane_frames_uptodown [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, insane_moan, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2.7, NULL, ai_move, 4.1, NULL, ai_move, 6, NULL, ai_move, 7.6, NULL, ai_move, 3.6, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, insane_fist, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, insane_fist, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t insane_move_uptodown = {FRAME_stand1, FRAME_stand40, insane_frames_uptodown, insane_onground}; mframe_t insane_frames_downtoup [] = { ai_move, -0.7, NULL, // 41 ai_move, -1.2, NULL, // 42 ai_move, -1.5, NULL, // 43 ai_move, -4.5, NULL, // 44 ai_move, -3.5, NULL, // 45 ai_move, -0.2, NULL, // 46 ai_move, 0, NULL, // 47 ai_move, -1.3, NULL, // 48 ai_move, -3, NULL, // 49 ai_move, -2, NULL, // 50 ai_move, 0, NULL, // 51 ai_move, 0, NULL, // 52 ai_move, 0, NULL, // 53 ai_move, -3.3, NULL, // 54 ai_move, -1.6, NULL, // 55 ai_move, -0.3, NULL, // 56 ai_move, 0, NULL, // 57 ai_move, 0, NULL, // 58 ai_move, 0, NULL // 59 }; mmove_t insane_move_downtoup = {FRAME_stand41, FRAME_stand59, insane_frames_downtoup, insane_stand}; mframe_t insane_frames_jumpdown [] = { ai_move, 0.2, NULL, ai_move, 11.5, NULL, ai_move, 5.1, NULL, ai_move, 7.1, NULL, ai_move, 0, NULL }; mmove_t insane_move_jumpdown = {FRAME_stand96, FRAME_stand100, insane_frames_jumpdown, insane_onground}; mframe_t insane_frames_down [] = { ai_move, 0, NULL, // 100 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 110 ai_move, -1.7, NULL, ai_move, -1.6, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, insane_fist, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 120 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 130 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, insane_moan, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 140 ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, // 150 ai_move, 0.5, NULL, ai_move, 0, NULL, ai_move, -0.2, insane_scream, ai_move, 0, NULL, ai_move, 0.2, NULL, ai_move, 0.4, NULL, ai_move, 0.6, NULL, ai_move, 0.8, NULL, ai_move, 0.7, NULL, ai_move, 0, insane_checkup // 160 }; mmove_t insane_move_down = {FRAME_stand100, FRAME_stand160, insane_frames_down, insane_onground}; mframe_t insane_frames_walk_normal [] = { ai_walk, 0, insane_scream, ai_walk, 2.5, NULL, ai_walk, 3.5, NULL, ai_walk, 1.7, NULL, ai_walk, 2.3, NULL, ai_walk, 2.4, NULL, ai_walk, 2.2, NULL, ai_walk, 4.2, NULL, ai_walk, 5.6, NULL, ai_walk, 3.3, NULL, ai_walk, 2.4, NULL, ai_walk, 0.9, NULL, ai_walk, 0, NULL }; mmove_t insane_move_walk_normal = {FRAME_walk27, FRAME_walk39, insane_frames_walk_normal, insane_walk}; mmove_t insane_move_run_normal = {FRAME_walk27, FRAME_walk39, insane_frames_walk_normal, insane_run}; mframe_t insane_frames_walk_insane [] = { ai_walk, 0, insane_scream, // walk 1 ai_walk, 3.4, NULL, // walk 2 ai_walk, 3.6, NULL, // 3 ai_walk, 2.9, NULL, // 4 ai_walk, 2.2, NULL, // 5 ai_walk, 2.6, NULL, // 6 ai_walk, 0, NULL, // 7 ai_walk, 0.7, NULL, // 8 ai_walk, 4.8, NULL, // 9 ai_walk, 5.3, NULL, // 10 ai_walk, 1.1, NULL, // 11 ai_walk, 2, NULL, // 12 ai_walk, 0.5, NULL, // 13 ai_walk, 0, NULL, // 14 ai_walk, 0, NULL, // 15 ai_walk, 4.9, NULL, // 16 ai_walk, 6.7, NULL, // 17 ai_walk, 3.8, NULL, // 18 ai_walk, 2, NULL, // 19 ai_walk, 0.2, NULL, // 20 ai_walk, 0, NULL, // 21 ai_walk, 3.4, NULL, // 22 ai_walk, 6.4, NULL, // 23 ai_walk, 5, NULL, // 24 ai_walk, 1.8, NULL, // 25 ai_walk, 0, NULL // 26 }; mmove_t insane_move_walk_insane = {FRAME_walk1, FRAME_walk26, insane_frames_walk_insane, insane_walk}; mmove_t insane_move_run_insane = {FRAME_walk1, FRAME_walk26, insane_frames_walk_insane, insane_run}; mframe_t insane_frames_stand_pain [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t insane_move_stand_pain = {FRAME_st_pain2, FRAME_st_pain12, insane_frames_stand_pain, insane_run}; mframe_t insane_frames_stand_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t insane_move_stand_death = {FRAME_st_death2, FRAME_st_death18, insane_frames_stand_death, insane_dead}; mframe_t insane_frames_crawl [] = { ai_walk, 0, insane_scream, ai_walk, 1.5, NULL, ai_walk, 2.1, NULL, ai_walk, 3.6, NULL, ai_walk, 2, NULL, ai_walk, 0.9, NULL, ai_walk, 3, NULL, ai_walk, 3.4, NULL, ai_walk, 2.4, NULL }; mmove_t insane_move_crawl = {FRAME_crawl1, FRAME_crawl9, insane_frames_crawl, NULL}; mmove_t insane_move_runcrawl = {FRAME_crawl1, FRAME_crawl9, insane_frames_crawl, NULL}; mframe_t insane_frames_crawl_pain [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t insane_move_crawl_pain = {FRAME_cr_pain2, FRAME_cr_pain10, insane_frames_crawl_pain, insane_run}; mframe_t insane_frames_crawl_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t insane_move_crawl_death = {FRAME_cr_death10, FRAME_cr_death16, insane_frames_crawl_death, insane_dead}; mframe_t insane_frames_cross [] = { ai_move, 0, insane_moan, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t insane_move_cross = {FRAME_cross1, FRAME_cross15, insane_frames_cross, insane_cross}; mframe_t insane_frames_struggle_cross [] = { ai_move, 0, insane_scream, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t insane_move_struggle_cross = {FRAME_cross16, FRAME_cross30, insane_frames_struggle_cross, insane_cross}; void insane_cross (edict_t *self) { if (random() < 0.8) self->monsterinfo.currentmove = &insane_move_cross; else self->monsterinfo.currentmove = &insane_move_struggle_cross; } void insane_walk (edict_t *self) { if ( self->spawnflags & 16 ) // Hold Ground? if (self->s.frame == FRAME_cr_pain10) { self->monsterinfo.currentmove = &insane_move_down; return; } if (self->spawnflags & 4) self->monsterinfo.currentmove = &insane_move_crawl; else if (random() <= 0.5) self->monsterinfo.currentmove = &insane_move_walk_normal; else self->monsterinfo.currentmove = &insane_move_walk_insane; } void insane_run (edict_t *self) { if ( self->spawnflags & 16 ) // Hold Ground? if (self->s.frame == FRAME_cr_pain10) { self->monsterinfo.currentmove = &insane_move_down; return; } if (self->spawnflags & 4) // Crawling? self->monsterinfo.currentmove = &insane_move_runcrawl; else if (random() <= 0.5) // Else, mix it up self->monsterinfo.currentmove = &insane_move_run_normal; else self->monsterinfo.currentmove = &insane_move_run_insane; } void insane_pain (edict_t *self, edict_t *other, float kick, int damage) { int l,r; // 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; r = 1 + (rand()&1); if (self->health < 25) l = 25; else if (self->health < 50) l = 50; else if (self->health < 75) l = 75; else l = 100; gi.sound (self, CHAN_VOICE, gi.soundindex (va("player/male/pain%i_%i.wav", l, r)), 1, ATTN_IDLE, 0); if (skill->value == 3) return; // no pain anims in nightmare // Don't go into pain frames if crucified. if (self->spawnflags & 8) { self->monsterinfo.currentmove = &insane_move_struggle_cross; return; } if ( ((self->s.frame >= FRAME_crawl1) && (self->s.frame <= FRAME_crawl9)) || ((self->s.frame >= FRAME_stand99) && (self->s.frame <= FRAME_stand160)) ) { self->monsterinfo.currentmove = &insane_move_crawl_pain; } else self->monsterinfo.currentmove = &insane_move_stand_pain; } void insane_onground (edict_t *self) { self->monsterinfo.currentmove = &insane_move_down; } void insane_checkdown (edict_t *self) { // if ( (self->s.frame == FRAME_stand94) || (self->s.frame == FRAME_stand65) ) if (self->spawnflags & 32) // Always stand return; if (random() < 0.3) if (random() < 0.5) self->monsterinfo.currentmove = &insane_move_uptodown; else self->monsterinfo.currentmove = &insane_move_jumpdown; } void insane_checkup (edict_t *self) { // If Hold_Ground and Crawl are set if ( (self->spawnflags & 4) && (self->spawnflags & 16) ) return; if (random() < 0.5) self->monsterinfo.currentmove = &insane_move_downtoup; } void insane_stand (edict_t *self) { if (self->spawnflags & 8) // If crucified { self->monsterinfo.currentmove = &insane_move_cross; self->monsterinfo.aiflags |= AI_STAND_GROUND; } // If Hold_Ground and Crawl are set else if ( (self->spawnflags & 4) && (self->spawnflags & 16) ) self->monsterinfo.currentmove = &insane_move_down; else if (random() < 0.5) self->monsterinfo.currentmove = &insane_move_stand_normal; else self->monsterinfo.currentmove = &insane_move_stand_insane; } void insane_dead (edict_t *self) { if (self->spawnflags & 8) { self->flags |= FL_FLY; } else { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; } self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } void insane_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; if (self->health <= self->gib_health) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_IDLE, 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; gi.sound (self, CHAN_VOICE, gi.soundindex(va("player/male/death%i.wav", (rand()%4)+1)), 1, ATTN_IDLE, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; if (self->spawnflags & 8) { insane_dead (self); } else { if ( ((self->s.frame >= FRAME_crawl1) && (self->s.frame <= FRAME_crawl9)) || ((self->s.frame >= FRAME_stand99) && (self->s.frame <= FRAME_stand160)) ) self->monsterinfo.currentmove = &insane_move_crawl_death; else self->monsterinfo.currentmove = &insane_move_stand_death; } } /*QUAKED misc_insane (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn CRAWL CRUCIFIED STAND_GROUND ALWAYS_STAND */ void SP_misc_insane (edict_t *self) { // static int skin = 0; //@@ if (deathmatch->value) { G_FreeEdict (self); return; } sound_fist = gi.soundindex ("insane/insane11.wav"); sound_shake = gi.soundindex ("insane/insane5.wav"); sound_moan = gi.soundindex ("insane/insane7.wav"); sound_scream[0] = gi.soundindex ("insane/insane1.wav"); sound_scream[1] = gi.soundindex ("insane/insane2.wav"); sound_scream[2] = gi.soundindex ("insane/insane3.wav"); sound_scream[3] = gi.soundindex ("insane/insane4.wav"); sound_scream[4] = gi.soundindex ("insane/insane6.wav"); sound_scream[5] = gi.soundindex ("insane/insane8.wav"); sound_scream[6] = gi.soundindex ("insane/insane9.wav"); sound_scream[7] = gi.soundindex ("insane/insane10.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/insane/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 32); self->health = 100; self->gib_health = -50; self->mass = 300; self->pain = insane_pain; self->die = insane_die; self->monsterinfo.stand = insane_stand; self->monsterinfo.walk = insane_walk; self->monsterinfo.run = insane_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = NULL; self->monsterinfo.melee = NULL; self->monsterinfo.sight = NULL; self->monsterinfo.aiflags |= AI_GOOD_GUY; //@@ // self->s.skinnum = skin; // skin++; // if (skin > 12) // skin = 0; gi.linkentity (self); if (self->spawnflags & 16) // Stand Ground self->monsterinfo.aiflags |= AI_STAND_GROUND; self->monsterinfo.currentmove = &insane_move_stand_normal; self->monsterinfo.scale = MODEL_SCALE; if (self->spawnflags & 8) // Crucified ? { VectorSet (self->mins, -16, 0, 0); VectorSet (self->maxs, 16, 8, 32); self->flags |= FL_NO_KNOCKBACK; flymonster_start (self); } else { walkmonster_start (self); self->s.skinnum = rand()%3; } }