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
gunner_idlesound(edict_t * self)41 void gunner_idlesound (edict_t *self)
42 {
43 gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
44 }
45
gunner_sight(edict_t * self,edict_t * other)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
gunner_search(edict_t * self)51 void gunner_search (edict_t *self)
52 {
53 gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
54 }
55
56
57 qBool 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
gunner_fidget(edict_t * self)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
gunner_stand(edict_t * self)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
gunner_walk(edict_t * self)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
gunner_run(edict_t * self)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
gunner_runandshoot(edict_t * self)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
gunner_pain(edict_t * self,edict_t * other,float kick,int damage)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->floatVal == 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
gunner_dead(edict_t * self)309 void gunner_dead (edict_t *self)
310 {
311 Vec3Set (self->mins, -16, -16, -24);
312 Vec3Set (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
gunner_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)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
gunner_duck_down(edict_t * self)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->floatVal >= 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
gunner_duck_hold(edict_t * self)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
gunner_duck_up(edict_t * self)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
gunner_dodge(edict_t * self,edict_t * attacker,float eta)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
gunner_opengun(edict_t * self)421 void gunner_opengun (edict_t *self)
422 {
423 gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0);
424 }
425
GunnerFire(edict_t * self)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 Angles_Vectors (self->s.angles, forward, right, NULL);
437 G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[flash_number], forward, right, start);
438
439 // project enemy back a bit and target there
440 Vec3Copy (self->enemy->s.origin, target);
441 Vec3MA (target, -0.2, self->enemy->velocity, target);
442 target[2] += self->enemy->viewheight;
443
444 Vec3Subtract (target, start, aim);
445 VectorNormalizef (aim, aim);
446 monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
447 }
448
GunnerGrenade(edict_t * self)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 Angles_Vectors (self->s.angles, forward, right, NULL);
466 G_ProjectSource (self->s.origin, dumb_and_hacky_monster_MuzzFlashOffset[flash_number], forward, right, start);
467
468 //FIXME : do a spread -225 -75 75 225 degrees around forward
469 Vec3Copy (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
gunner_attack(edict_t * self)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
gunner_fire_chain(edict_t * self)562 void gunner_fire_chain(edict_t *self)
563 {
564 self->monsterinfo.currentmove = &gunner_move_fire_chain;
565 }
566
gunner_refire_chain(edict_t * self)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 */
SP_monster_gunner(edict_t * self)581 void SP_monster_gunner (edict_t *self)
582 {
583 if (deathmatch->floatVal)
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 Vec3Set (self->mins, -16, -16, -24);
604 Vec3Set (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 }
629