ref: a4c4b45d8b2136733c76a4b86c7896bfa939ad25
dir: /rogue/m_infantry.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" #include "m_infantry.h" void InfantryMachineGun (edict_t *self); static int sound_pain1; static int sound_pain2; static int sound_die1; static int sound_die2; static int sound_gunshot; static int sound_weapon_cock; static int sound_punch_swing; static int sound_punch_hit; static int sound_sight; static int sound_search; static int sound_idle; mframe_t infantry_frames_stand [] = { 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 }; mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL}; void infantry_stand (edict_t *self) { self->monsterinfo.currentmove = &infantry_move_stand; } mframe_t infantry_frames_fidget [] = { ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 3, NULL, ai_stand, 6, NULL, ai_stand, 3, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, -2, NULL, ai_stand, 1, NULL, ai_stand, 1, NULL, ai_stand, 1, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 1, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, -1, NULL, ai_stand, -1, NULL, ai_stand, 0, NULL, ai_stand, -3, NULL, ai_stand, -2, NULL, ai_stand, -3, NULL, ai_stand, -3, NULL, ai_stand, -2, NULL }; mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand}; void infantry_fidget (edict_t *self) { self->monsterinfo.currentmove = &infantry_move_fidget; gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } mframe_t infantry_frames_walk [] = { ai_walk, 5, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 6, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL }; mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL}; void infantry_walk (edict_t *self) { self->monsterinfo.currentmove = &infantry_move_walk; } mframe_t infantry_frames_run [] = { ai_run, 10, NULL, ai_run, 20, NULL, ai_run, 5, NULL, ai_run, 7, monster_done_dodge, ai_run, 30, NULL, ai_run, 35, NULL, ai_run, 2, NULL, ai_run, 6, NULL }; mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL}; void infantry_run (edict_t *self) { monster_done_dodge (self); if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &infantry_move_stand; else self->monsterinfo.currentmove = &infantry_move_run; } mframe_t infantry_frames_pain1 [] = { ai_move, -3, NULL, ai_move, -2, NULL, ai_move, -1, NULL, ai_move, -2, NULL, ai_move, -1, NULL, ai_move, 1, NULL, ai_move, -1, NULL, ai_move, 1, NULL, ai_move, 6, NULL, ai_move, 2, NULL }; mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run}; mframe_t infantry_frames_pain2 [] = { ai_move, -3, NULL, ai_move, -3, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 5, NULL, ai_move, 2, NULL }; mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run}; void infantry_pain (edict_t *self, edict_t *, float, int) { int n; if (self->health < (self->max_health / 2)) self->s.skinnum = 1; if (!self->groundentity) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("infantry: pain avoided due to no ground\n"); return; } monster_done_dodge (self); if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3; if (skill->value == 3) return; // no pain anims in nightmare n = rand() % 2; if (n == 0) { self->monsterinfo.currentmove = &infantry_move_pain1; gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); } else { self->monsterinfo.currentmove = &infantry_move_pain2; gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); } // PMM - clear duck flag if (self->monsterinfo.aiflags & AI_DUCKED) monster_duck_up(self); } vec3_t aimangles[] = { 0.0, 5.0, 0.0, 10.0, 15.0, 0.0, 20.0, 25.0, 0.0, 25.0, 35.0, 0.0, 30.0, 40.0, 0.0, 30.0, 45.0, 0.0, 25.0, 50.0, 0.0, 20.0, 40.0, 0.0, 15.0, 35.0, 0.0, 40.0, 35.0, 0.0, 70.0, 35.0, 0.0, 90.0, 35.0, 0.0 }; void InfantryMachineGun (edict_t *self) { vec3_t start, target; vec3_t forward, right; vec3_t vec; int flash_number; if(!self->enemy || !self->enemy->inuse) //PGM return; //PGM // pmm - new attack start frame if (self->s.frame == FRAME_attak104) { flash_number = MZ2_INFANTRY_MACHINEGUN_1; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); if (self->enemy) { VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; VectorSubtract (target, start, forward); VectorNormalize (forward); } else { AngleVectors (self->s.angles, forward, right, NULL); } } else { flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211); AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); VectorSubtract (self->s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec); AngleVectors (vec, forward, NULL, NULL); } monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } void infantry_sight (edict_t *self, edict_t *) { gi.sound (self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0); } void infantry_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; gi.linkentity (self); M_FlyCheck (self); } mframe_t infantry_frames_death1 [] = { ai_move, -4, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -4, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, 3, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, -2, NULL, ai_move, 2, NULL, ai_move, 2, NULL, ai_move, 9, NULL, ai_move, 9, NULL, ai_move, 5, NULL, ai_move, -3, NULL, ai_move, -3, NULL }; mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead}; // Off with his head mframe_t infantry_frames_death2 [] = { ai_move, 0, NULL, ai_move, 1, NULL, ai_move, 5, NULL, ai_move, -1, NULL, ai_move, 0, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 4, NULL, ai_move, 3, NULL, ai_move, 0, NULL, ai_move, -2, InfantryMachineGun, ai_move, -2, InfantryMachineGun, ai_move, -3, InfantryMachineGun, ai_move, -1, InfantryMachineGun, ai_move, -2, InfantryMachineGun, ai_move, 0, InfantryMachineGun, ai_move, 2, InfantryMachineGun, ai_move, 2, InfantryMachineGun, ai_move, 3, InfantryMachineGun, ai_move, -10, InfantryMachineGun, ai_move, -7, InfantryMachineGun, ai_move, -8, InfantryMachineGun, ai_move, -6, NULL, ai_move, 4, NULL, ai_move, 0, NULL }; mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead}; mframe_t infantry_frames_death3 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -6, NULL, ai_move, -11, NULL, ai_move, -3, NULL, ai_move, -11, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead}; void infantry_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t) { int n; // check for gib if (self->health <= self->gib_health) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 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; // regular death self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; n = rand() % 3; if (n == 0) { self->monsterinfo.currentmove = &infantry_move_death1; gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); } else if (n == 1) { self->monsterinfo.currentmove = &infantry_move_death2; gi.sound (self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0); } else { self->monsterinfo.currentmove = &infantry_move_death3; gi.sound (self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0); } } mframe_t infantry_frames_duck [] = { ai_move, -2, monster_duck_down, ai_move, -5, monster_duck_hold, ai_move, 3, NULL, ai_move, 4, monster_duck_up, ai_move, 0, NULL }; mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run}; // PMM - dodge code moved below so I can see the attack frames void infantry_cock_gun (edict_t *self) { // pmm .. code that was here no longer needed gi.sound (self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0); } void infantry_fire (edict_t *self) { InfantryMachineGun (self); if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } // this is here instead of cock_gun void infantry_fire_prep (edict_t *self) { int n; n = (rand() & 15) + 3 + 1; self->monsterinfo.pausetime = level.time + n*FRAMETIME; } // pmm // frames reordered, tweaked for new frames mframe_t infantry_frames_attack1 [] = { ai_charge, -3, NULL, //101 ai_charge, -2, NULL, //102 ai_charge, -1, infantry_fire_prep, //103 ai_charge, 5, infantry_fire, //104 ai_charge, 1, NULL, //105 ai_charge, -3, NULL, //106 ai_charge, -2, NULL, //107 ai_charge, 2, infantry_cock_gun, //108 ai_charge, 1, NULL, //109 ai_charge, 1, NULL, //110 ai_charge, -1, NULL, //111 ai_charge, 0, NULL, //112 ai_charge, -1, NULL, //113 ai_charge, -1, NULL, //114 ai_charge, 4, NULL //115 }; mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run}; void infantry_swing (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0); } void infantry_smack (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, 0, 0); if (fire_hit (self, aim, (5 + (rand() % 5)), 50)) gi.sound (self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0); } mframe_t infantry_frames_attack2 [] = { ai_charge, 3, NULL, ai_charge, 6, NULL, ai_charge, 0, infantry_swing, ai_charge, 8, NULL, ai_charge, 5, NULL, ai_charge, 8, infantry_smack, ai_charge, 6, NULL, ai_charge, 3, NULL, }; mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run}; void infantry_attack(edict_t *self) { monster_done_dodge (self); if (range (self, self->enemy) == RANGE_MELEE) self->monsterinfo.currentmove = &infantry_move_attack2; else self->monsterinfo.currentmove = &infantry_move_attack1; } //=========== //PGM void infantry_jump_now (edict_t *self) { vec3_t forward,up; monster_jump_start (self); AngleVectors (self->s.angles, forward, NULL, up); VectorMA(self->velocity, 100, forward, self->velocity); VectorMA(self->velocity, 300, up, self->velocity); } void infantry_jump2_now (edict_t *self) { vec3_t forward,up; monster_jump_start (self); AngleVectors (self->s.angles, forward, NULL, up); VectorMA(self->velocity, 150, forward, self->velocity); VectorMA(self->velocity, 400, up, self->velocity); } void infantry_jump_wait_land (edict_t *self) { if(self->groundentity == NULL) { self->monsterinfo.nextframe = self->s.frame; if(monster_jump_finished (self)) self->monsterinfo.nextframe = self->s.frame + 1; } else self->monsterinfo.nextframe = self->s.frame + 1; } mframe_t infantry_frames_jump [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, infantry_jump_now, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, infantry_jump_wait_land, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t infantry_move_jump = { FRAME_jump01, FRAME_jump10, infantry_frames_jump, infantry_run }; mframe_t infantry_frames_jump2 [] = { ai_move, -8, NULL, ai_move, -4, NULL, ai_move, -4, NULL, ai_move, 0, infantry_jump_now, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, infantry_jump_wait_land, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t infantry_move_jump2 = { FRAME_jump01, FRAME_jump10, infantry_frames_jump2, infantry_run }; void infantry_jump (edict_t *self) { if(!self->enemy) return; monster_done_dodge(self); if(self->enemy->s.origin[2] > self->s.origin[2]) self->monsterinfo.currentmove = &infantry_move_jump2; else self->monsterinfo.currentmove = &infantry_move_jump; } qboolean infantry_blocked (edict_t *self, float dist) { if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) )) return true; if(blocked_checkjump (self, dist, 192, 40)) { infantry_jump(self); return true; } if(blocked_checkplat (self, dist)) return true; return false; } //PGM //=========== /* void infantry_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr) { //=========== //PMM - rogue rewrite of gunner dodge code. float r; float height; int shooting = 0; if (!self->enemy) { self->enemy = attacker; FoundTarget (self); } // PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was // seeing numbers like 13 and 14) if ((eta < 0.1) || (eta > 5)) return; r = qrandom(); if (r > (0.25*((skill->value)+1))) return; if ((self->monsterinfo.currentmove == &infantry_move_attack1) || (self->monsterinfo.currentmove == &infantry_move_attack2)) { shooting = 1; } if (self->monsterinfo.aiflags & AI_DODGING) { height = self->absmax[2]; } else { height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1 } // check to see if it makes sense to duck if (tr->endpos[2] <= height) { vec3_t right,diff; if (shooting) { self->monsterinfo.attack_state = AS_SLIDING; return; } AngleVectors (self->s.angles, NULL, right, NULL); VectorSubtract (tr->endpos, self->s.origin, diff); if (DotProduct (right, diff) < 0) { self->monsterinfo.lefty = 1; } // if it doesn't sense to duck, try to strafe away monster_done_dodge (self); self->monsterinfo.currentmove = &infantry_move_run; self->monsterinfo.attack_state = AS_SLIDING; return; } if (skill->value == 0) { self->monsterinfo.currentmove = &infantry_move_duck; // PMM - stupid dodge self->monsterinfo.duck_wait_time = level.time + eta + 1; self->monsterinfo.aiflags |= AI_DODGING; return; } if (!shooting) { self->monsterinfo.currentmove = &infantry_move_duck; self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value)); self->monsterinfo.aiflags |= AI_DODGING; } return; //PMM //=========== */ void infantry_duck (edict_t *self, float eta) { // if we're jumping, don't dodge if ((self->monsterinfo.currentmove == &infantry_move_jump) || (self->monsterinfo.currentmove == &infantry_move_jump2)) { return; } if ((self->monsterinfo.currentmove == &infantry_move_attack1) || (self->monsterinfo.currentmove == &infantry_move_attack2)) { // if we're shooting, and not on easy, don't dodge if (skill->value) { self->monsterinfo.aiflags &= ~AI_DUCKED; return; } } if (skill->value == 0) // PMM - stupid dodge self->monsterinfo.duck_wait_time = level.time + eta + 1; else self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value)); // has to be done immediately otherwise he can get stuck monster_duck_down(self); self->monsterinfo.nextframe = FRAME_duck01; self->monsterinfo.currentmove = &infantry_move_duck; return; } void infantry_sidestep (edict_t *self) { // if we're jumping, don't dodge if ((self->monsterinfo.currentmove == &infantry_move_jump) || (self->monsterinfo.currentmove == &infantry_move_jump2)) { return; } if ((self->monsterinfo.currentmove == &infantry_move_attack1) || (self->monsterinfo.currentmove == &infantry_move_attack2)) { // if we're shooting, and not on easy, don't dodge if (skill->value) { self->monsterinfo.aiflags &= ~AI_DODGING; return; } } if (self->monsterinfo.currentmove != &infantry_move_run) self->monsterinfo.currentmove = &infantry_move_run; } /*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_infantry (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("infantry/infpain1.wav"); sound_pain2 = gi.soundindex ("infantry/infpain2.wav"); sound_die1 = gi.soundindex ("infantry/infdeth1.wav"); sound_die2 = gi.soundindex ("infantry/infdeth2.wav"); sound_gunshot = gi.soundindex ("infantry/infatck1.wav"); sound_weapon_cock = gi.soundindex ("infantry/infatck3.wav"); sound_punch_swing = gi.soundindex ("infantry/infatck2.wav"); sound_punch_hit = gi.soundindex ("infantry/melee2.wav"); sound_sight = gi.soundindex ("infantry/infsght1.wav"); sound_search = gi.soundindex ("infantry/infsrch1.wav"); sound_idle = gi.soundindex ("infantry/infidle1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 32); self->health = 100; self->gib_health = -40; self->mass = 200; self->pain = infantry_pain; self->die = infantry_die; self->monsterinfo.stand = infantry_stand; self->monsterinfo.walk = infantry_walk; self->monsterinfo.run = infantry_run; // pmm self->monsterinfo.dodge = M_MonsterDodge; self->monsterinfo.duck = infantry_duck; self->monsterinfo.unduck = monster_duck_up; self->monsterinfo.sidestep = infantry_sidestep; // self->monsterinfo.dodge = infantry_dodge; // pmm self->monsterinfo.attack = infantry_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = infantry_sight; self->monsterinfo.idle = infantry_fidget; self->monsterinfo.blocked = infantry_blocked; gi.linkentity (self); self->monsterinfo.currentmove = &infantry_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }