/* ============================================================================== mutant ============================================================================== */ #include "g_local.h" #include "m_mutant.h" static int sound_swing; static int sound_hit; static int sound_hit2; static int sound_death; static int sound_idle; static int sound_pain1; static int sound_pain2; static int sound_sight; static int sound_search; static int sound_step1; static int sound_step2; static int sound_step3; static int sound_thud; // // SOUNDS // void mutant_step (edict_t *self) { int n; n = (rand() + 1) % 3; if (n == 0) gi.sound (self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0); else if (n == 1) gi.sound (self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0); } void mutant_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void mutant_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } void mutant_swing (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0); } // // STAND // mframe_t mutant_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, // 10 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, // 20 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, // 30 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, // 40 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, // 50 ai_stand, 0, NULL }; mmove_t mutant_move_stand = {FRAME_stand101, FRAME_stand151, mutant_frames_stand, NULL}; void mutant_stand (edict_t *self) { self->monsterinfo.currentmove = &mutant_move_stand; } // // IDLE // void mutant_idle_loop (edict_t *self) { if (random() < 0.75) self->monsterinfo.nextframe = FRAME_stand155; } mframe_t mutant_frames_idle [] = { ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, // scratch loop start ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, mutant_idle_loop, // scratch loop end 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 mutant_move_idle = {FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand}; void mutant_idle (edict_t *self) { self->monsterinfo.currentmove = &mutant_move_idle; gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } // // WALK // void mutant_walk (edict_t *self); mframe_t mutant_frames_walk [] = { ai_walk, 3, NULL, ai_walk, 1, NULL, ai_walk, 5, NULL, ai_walk, 10, NULL, ai_walk, 13, NULL, ai_walk, 10, NULL, ai_walk, 0, NULL, ai_walk, 5, NULL, ai_walk, 6, NULL, ai_walk, 16, NULL, ai_walk, 15, NULL, ai_walk, 6, NULL }; mmove_t mutant_move_walk = {FRAME_walk05, FRAME_walk16, mutant_frames_walk, NULL}; void mutant_walk_loop (edict_t *self) { self->monsterinfo.currentmove = &mutant_move_walk; } mframe_t mutant_frames_start_walk [] = { ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, -2, NULL, ai_walk, 1, NULL }; mmove_t mutant_move_start_walk = {FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop}; void mutant_walk (edict_t *self) { self->monsterinfo.currentmove = &mutant_move_start_walk; } // // RUN // mframe_t mutant_frames_run [] = { ai_run, 40, NULL, ai_run, 40, mutant_step, ai_run, 24, NULL, ai_run, 5, mutant_step, ai_run, 17, NULL, ai_run, 10, NULL }; mmove_t mutant_move_run = {FRAME_run03, FRAME_run08, mutant_frames_run, NULL}; void mutant_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &mutant_move_stand; else self->monsterinfo.currentmove = &mutant_move_run; } // // MELEE // void mutant_hit_left (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8); if (fire_hit (self, aim, (10 + (rand() %5)), 100)) gi.sound (self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0); } void mutant_hit_right (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8); if (fire_hit (self, aim, (10 + (rand() %5)), 100)) gi.sound (self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0); } void mutant_check_refire (edict_t *self) { if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0) return; if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) ) self->monsterinfo.nextframe = FRAME_attack09; } mframe_t mutant_frames_attack [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, mutant_hit_left, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, mutant_hit_right, ai_charge, 0, mutant_check_refire }; mmove_t mutant_move_attack = {FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run}; void mutant_melee (edict_t *self) { self->monsterinfo.currentmove = &mutant_move_attack; } // // ATTACK // void mutant_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (self->health <= 0) { self->touch = NULL; return; } if (other->takedamage) { if (VectorLength(self->velocity) > 400) { vec3_t point; vec3_t normal; int damage; VectorCopy (self->velocity, normal); VectorNormalize(normal); VectorMA (self->s.origin, self->maxs[0], normal, point); damage = 40 + 10 * random(); T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN); } } if (!M_CheckBottom (self)) { if (self->groundentity) { self->monsterinfo.nextframe = FRAME_attack02; self->touch = NULL; } return; } self->touch = NULL; } void mutant_jump_takeoff (edict_t *self) { vec3_t forward; gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); AngleVectors (self->s.angles, forward, NULL, NULL); self->s.origin[2] += 1; VectorScale (forward, 600, self->velocity); self->velocity[2] = 250; self->groundentity = NULL; self->monsterinfo.aiflags |= AI_DUCKED; self->monsterinfo.attack_finished = level.time + 3; self->touch = mutant_jump_touch; } void mutant_check_landing (edict_t *self) { if (self->groundentity) { gi.sound (self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0); self->monsterinfo.attack_finished = 0; self->monsterinfo.aiflags &= ~AI_DUCKED; return; } if (level.time > self->monsterinfo.attack_finished) self->monsterinfo.nextframe = FRAME_attack02; else self->monsterinfo.nextframe = FRAME_attack05; } mframe_t mutant_frames_jump [] = { ai_charge, 0, NULL, ai_charge, 17, NULL, ai_charge, 15, mutant_jump_takeoff, ai_charge, 15, NULL, ai_charge, 15, mutant_check_landing, ai_charge, 0, NULL, ai_charge, 3, NULL, ai_charge, 0, NULL }; mmove_t mutant_move_jump = {FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run}; void mutant_jump (edict_t *self) { self->monsterinfo.currentmove = &mutant_move_jump; } // // CHECKATTACK // qboolean mutant_check_melee (edict_t *self) { if (range (self, self->enemy) == RANGE_MELEE) return true; return false; } qboolean mutant_check_jump (edict_t *self) { vec3_t v; float distance; if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2])) return false; if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2])) return false; v[0] = self->s.origin[0] - self->enemy->s.origin[0]; v[1] = self->s.origin[1] - self->enemy->s.origin[1]; v[2] = 0; distance = VectorLength(v); if (distance < 100) return false; if (distance > 100) { if (random() < 0.9) return false; } return true; } qboolean mutant_checkattack (edict_t *self) { if (!self->enemy || self->enemy->health <= 0) return false; if (mutant_check_melee(self)) { self->monsterinfo.attack_state = AS_MELEE; return true; } if (mutant_check_jump(self)) { self->monsterinfo.attack_state = AS_MISSILE; // FIXME play a jump sound here return true; } return false; } // // PAIN // mframe_t mutant_frames_pain1 [] = { ai_move, 4, NULL, ai_move, -3, NULL, ai_move, -8, NULL, ai_move, 2, NULL, ai_move, 5, NULL }; mmove_t mutant_move_pain1 = {FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run}; mframe_t mutant_frames_pain2 [] = { ai_move, -24,NULL, ai_move, 11, NULL, ai_move, 5, NULL, ai_move, -2, NULL, ai_move, 6, NULL, ai_move, 4, NULL }; mmove_t mutant_move_pain2 = {FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run}; mframe_t mutant_frames_pain3 [] = { ai_move, -22,NULL, ai_move, 3, NULL, ai_move, 3, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 6, NULL, ai_move, 3, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 1, NULL }; mmove_t mutant_move_pain3 = {FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run}; void mutant_pain (edict_t *self, edict_t *other, float kick, int damage) { float 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; if (skill->value == 3) return; // no pain anims in nightmare r = random(); if (r < 0.33) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &mutant_move_pain1; } else if (r < 0.66) { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &mutant_move_pain2; } else { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &mutant_move_pain3; } } // // DEATH // void mutant_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 mutant_frames_death1 [] = { 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 mutant_move_death1 = {FRAME_death101, FRAME_death109, mutant_frames_death1, mutant_dead}; mframe_t mutant_frames_death2 [] = { 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 mutant_move_death2 = {FRAME_death201, FRAME_death210, mutant_frames_death2, mutant_dead}; void mutant_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_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; gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->s.skinnum = 1; if (random() < 0.5) self->monsterinfo.currentmove = &mutant_move_death1; else self->monsterinfo.currentmove = &mutant_move_death2; } // // SPAWN // /*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight */ void SP_monster_mutant (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_swing = gi.soundindex ("mutant/mutatck1.wav"); sound_hit = gi.soundindex ("mutant/mutatck2.wav"); sound_hit2 = gi.soundindex ("mutant/mutatck3.wav"); sound_death = gi.soundindex ("mutant/mutdeth1.wav"); sound_idle = gi.soundindex ("mutant/mutidle1.wav"); sound_pain1 = gi.soundindex ("mutant/mutpain1.wav"); sound_pain2 = gi.soundindex ("mutant/mutpain2.wav"); sound_sight = gi.soundindex ("mutant/mutsght1.wav"); sound_search = gi.soundindex ("mutant/mutsrch1.wav"); sound_step1 = gi.soundindex ("mutant/step1.wav"); sound_step2 = gi.soundindex ("mutant/step2.wav"); sound_step3 = gi.soundindex ("mutant/step3.wav"); sound_thud = gi.soundindex ("mutant/thud1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/mutant/tris.md2"); VectorSet (self->mins, -32, -32, -24); VectorSet (self->maxs, 32, 32, 48); self->health = 300; self->gib_health = -120; self->mass = 300; self->pain = mutant_pain; self->die = mutant_die; self->monsterinfo.stand = mutant_stand; self->monsterinfo.walk = mutant_walk; self->monsterinfo.run = mutant_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = mutant_jump; self->monsterinfo.melee = mutant_melee; self->monsterinfo.sight = mutant_sight; self->monsterinfo.search = mutant_search; self->monsterinfo.idle = mutant_idle; self->monsterinfo.checkattack = mutant_checkattack; gi.linkentity (self); self->monsterinfo.currentmove = &mutant_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }