1 /*
2 ==============================================================================
3
4 BERSERK
5
6 ==============================================================================
7 */
8
9 #include "g_local.h"
10 #include "m_berserk.h"
11
12
13 static int sound_pain;
14 static int sound_die;
15 static int sound_idle;
16 static int sound_punch;
17 static int sound_sight;
18 static int sound_search;
19
berserk_sight(edict_t * self,edict_t * other)20 void berserk_sight (edict_t *self, edict_t *other)
21 {
22 gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
23 }
24
berserk_search(edict_t * self)25 void berserk_search (edict_t *self)
26 {
27 gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
28 }
29
30
31 void berserk_fidget (edict_t *self);
32 mframe_t berserk_frames_stand [] =
33 {
34 ai_stand, 0, berserk_fidget,
35 ai_stand, 0, NULL,
36 ai_stand, 0, NULL,
37 ai_stand, 0, NULL,
38 ai_stand, 0, NULL
39 };
40 mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
41
berserk_stand(edict_t * self)42 void berserk_stand (edict_t *self)
43 {
44 self->monsterinfo.currentmove = &berserk_move_stand;
45 }
46
47 mframe_t berserk_frames_stand_fidget [] =
48 {
49 ai_stand, 0, NULL,
50 ai_stand, 0, NULL,
51 ai_stand, 0, NULL,
52 ai_stand, 0, NULL,
53 ai_stand, 0, NULL,
54 ai_stand, 0, NULL,
55 ai_stand, 0, NULL,
56 ai_stand, 0, NULL,
57 ai_stand, 0, NULL,
58 ai_stand, 0, NULL,
59 ai_stand, 0, NULL,
60 ai_stand, 0, NULL,
61 ai_stand, 0, NULL,
62 ai_stand, 0, NULL,
63 ai_stand, 0, NULL,
64 ai_stand, 0, NULL,
65 ai_stand, 0, NULL,
66 ai_stand, 0, NULL,
67 ai_stand, 0, NULL,
68 ai_stand, 0, NULL
69 };
70 mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
71
berserk_fidget(edict_t * self)72 void berserk_fidget (edict_t *self)
73 {
74 if (self->monsterinfo.aiflags & AI_STAND_GROUND)
75 return;
76 if (random() > 0.15)
77 return;
78
79 self->monsterinfo.currentmove = &berserk_move_stand_fidget;
80 gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
81 }
82
83
84 mframe_t berserk_frames_walk [] =
85 {
86 ai_walk, 9.1, NULL,
87 ai_walk, 6.3, NULL,
88 ai_walk, 4.9, NULL,
89 ai_walk, 6.7, NULL,
90 ai_walk, 6.0, NULL,
91 ai_walk, 8.2, NULL,
92 ai_walk, 7.2, NULL,
93 ai_walk, 6.1, NULL,
94 ai_walk, 4.9, NULL,
95 ai_walk, 4.7, NULL,
96 ai_walk, 4.7, NULL,
97 ai_walk, 4.8, NULL
98 };
99 mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
100
berserk_walk(edict_t * self)101 void berserk_walk (edict_t *self)
102 {
103 self->monsterinfo.currentmove = &berserk_move_walk;
104 }
105
106 /*
107
108 *****************************
109 SKIPPED THIS FOR NOW!
110 *****************************
111
112 Running -> Arm raised in air
113
114 void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);};
115 void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);};
116 void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);};
117 void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);};
118 void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);};
119 void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);};
120 // running with arm in air : start loop
121 void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {ai_run(21);};
122 void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {ai_run(11);};
123 void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {ai_run(21);};
124 void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {ai_run(25);};
125 void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {ai_run(18);};
126 void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {ai_run(19);};
127 // running with arm in air : end loop
128 */
129
130
131 mframe_t berserk_frames_run1 [] =
132 {
133 ai_run, 21, NULL,
134 ai_run, 11, NULL,
135 ai_run, 21, NULL,
136 // PMM .. from NULL
137 ai_run, 25, monster_done_dodge,
138 ai_run, 18, NULL,
139 ai_run, 19, NULL
140 };
141 mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
142
berserk_run(edict_t * self)143 void berserk_run (edict_t *self)
144 {
145 monster_done_dodge (self);
146 if (self->monsterinfo.aiflags & AI_STAND_GROUND)
147 self->monsterinfo.currentmove = &berserk_move_stand;
148 else
149 self->monsterinfo.currentmove = &berserk_move_run1;
150 }
151
152
berserk_attack_spike(edict_t * self)153 void berserk_attack_spike (edict_t *self)
154 {
155 static vec3_t aim = {MELEE_DISTANCE, 0, -24};
156 fire_hit (self, aim, (15 + (rand() % 6)), 400); // Faster attack -- upwards and backwards
157 }
158
159
berserk_swing(edict_t * self)160 void berserk_swing (edict_t *self)
161 {
162 gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
163 }
164
165 mframe_t berserk_frames_attack_spike [] =
166 {
167 ai_charge, 0, NULL,
168 ai_charge, 0, NULL,
169 ai_charge, 0, berserk_swing,
170 ai_charge, 0, berserk_attack_spike,
171 ai_charge, 0, NULL,
172 ai_charge, 0, NULL,
173 ai_charge, 0, NULL,
174 ai_charge, 0, NULL
175 };
176 mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
177
178
berserk_attack_club(edict_t * self)179 void berserk_attack_club (edict_t *self)
180 {
181 vec3_t aim;
182
183 VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
184 fire_hit (self, aim, (5 + (rand() % 6)), 400); // Slower attack
185 }
186
187 mframe_t berserk_frames_attack_club [] =
188 {
189 ai_charge, 0, NULL,
190 ai_charge, 0, NULL,
191 ai_charge, 0, NULL,
192 ai_charge, 0, NULL,
193 ai_charge, 0, berserk_swing,
194 ai_charge, 0, NULL,
195 ai_charge, 0, NULL,
196 ai_charge, 0, NULL,
197 ai_charge, 0, berserk_attack_club,
198 ai_charge, 0, NULL,
199 ai_charge, 0, NULL,
200 ai_charge, 0, NULL
201 };
202 mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
203
204
berserk_strike(edict_t * self)205 void berserk_strike (edict_t *self)
206 {
207 //FIXME play impact sound
208 }
209
210
211 mframe_t berserk_frames_attack_strike [] =
212 {
213 ai_move, 0, NULL,
214 ai_move, 0, NULL,
215 ai_move, 0, NULL,
216 ai_move, 0, berserk_swing,
217 ai_move, 0, NULL,
218 ai_move, 0, NULL,
219 ai_move, 0, NULL,
220 ai_move, 0, berserk_strike,
221 ai_move, 0, NULL,
222 ai_move, 0, NULL,
223 ai_move, 0, NULL,
224 ai_move, 0, NULL,
225 ai_move, 9.7, NULL,
226 ai_move, 13.6, NULL
227 };
228
229 mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
230
231
berserk_melee(edict_t * self)232 void berserk_melee (edict_t *self)
233 {
234 monster_done_dodge (self);
235
236 if ((rand() % 2) == 0)
237 self->monsterinfo.currentmove = &berserk_move_attack_spike;
238 else
239 self->monsterinfo.currentmove = &berserk_move_attack_club;
240 }
241
242
243 /*
244 void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {ai_run(9);};
245 void() berserk_atke2 =[ $r_attb2, berserk_atke3 ] {ai_run(6);};
246 void() berserk_atke3 =[ $r_attb3, berserk_atke4 ] {ai_run(18.4);};
247 void() berserk_atke4 =[ $r_attb4, berserk_atke5 ] {ai_run(25);};
248 void() berserk_atke5 =[ $r_attb5, berserk_atke6 ] {ai_run(14);};
249 void() berserk_atke6 =[ $r_attb6, berserk_atke7 ] {ai_run(20);};
250 void() berserk_atke7 =[ $r_attb7, berserk_atke8 ] {ai_run(8.5);};
251 void() berserk_atke8 =[ $r_attb8, berserk_atke9 ] {ai_run(3);};
252 void() berserk_atke9 =[ $r_attb9, berserk_atke10 ] {ai_run(17.5);};
253 void() berserk_atke10 =[ $r_attb10, berserk_atke11 ] {ai_run(17);};
254 void() berserk_atke11 =[ $r_attb11, berserk_atke12 ] {ai_run(9);};
255 void() berserk_atke12 =[ $r_attb12, berserk_atke13 ] {ai_run(25);};
256 void() berserk_atke13 =[ $r_attb13, berserk_atke14 ] {ai_run(3.7);};
257 void() berserk_atke14 =[ $r_attb14, berserk_atke15 ] {ai_run(2.6);};
258 void() berserk_atke15 =[ $r_attb15, berserk_atke16 ] {ai_run(19);};
259 void() berserk_atke16 =[ $r_attb16, berserk_atke17 ] {ai_run(25);};
260 void() berserk_atke17 =[ $r_attb17, berserk_atke18 ] {ai_run(19.6);};
261 void() berserk_atke18 =[ $r_attb18, berserk_run1 ] {ai_run(7.8);};
262 */
263
264
265 mframe_t berserk_frames_pain1 [] =
266 {
267 ai_move, 0, NULL,
268 ai_move, 0, NULL,
269 ai_move, 0, NULL,
270 ai_move, 0, NULL
271 };
272 mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
273
274
275 mframe_t berserk_frames_pain2 [] =
276 {
277 ai_move, 0, NULL,
278 ai_move, 0, NULL,
279 ai_move, 0, NULL,
280 ai_move, 0, NULL,
281 ai_move, 0, NULL,
282 ai_move, 0, NULL,
283 ai_move, 0, NULL,
284 ai_move, 0, NULL,
285 ai_move, 0, NULL,
286 ai_move, 0, NULL,
287 ai_move, 0, NULL,
288 ai_move, 0, NULL,
289 ai_move, 0, NULL,
290 ai_move, 0, NULL,
291 ai_move, 0, NULL,
292 ai_move, 0, NULL,
293 ai_move, 0, NULL,
294 ai_move, 0, NULL,
295 ai_move, 0, NULL,
296 ai_move, 0, NULL
297 };
298 mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
299
berserk_pain(edict_t * self,edict_t * other,float kick,int damage)300 void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
301 {
302 if (self->health < (self->max_health / 2))
303 self->s.skinnum = 1;
304
305 if (level.time < self->pain_debounce_time)
306 return;
307
308 self->pain_debounce_time = level.time + 3;
309 gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
310
311 if (skill->value == 3)
312 return; // no pain anims in nightmare
313
314 monster_done_dodge (self);
315
316 if ((damage < 20) || (random() < 0.5))
317 self->monsterinfo.currentmove = &berserk_move_pain1;
318 else
319 self->monsterinfo.currentmove = &berserk_move_pain2;
320 }
321
322
berserk_dead(edict_t * self)323 void berserk_dead (edict_t *self)
324 {
325 VectorSet (self->mins, -16, -16, -24);
326 VectorSet (self->maxs, 16, 16, -8);
327 self->movetype = MOVETYPE_TOSS;
328 self->svflags |= SVF_DEADMONSTER;
329 self->nextthink = 0;
330 gi.linkentity (self);
331 }
332
333
334 mframe_t berserk_frames_death1 [] =
335 {
336 ai_move, 0, NULL,
337 ai_move, 0, NULL,
338 ai_move, 0, NULL,
339 ai_move, 0, NULL,
340 ai_move, 0, NULL,
341 ai_move, 0, NULL,
342 ai_move, 0, NULL,
343 ai_move, 0, NULL,
344 ai_move, 0, NULL,
345 ai_move, 0, NULL,
346 ai_move, 0, NULL,
347 ai_move, 0, NULL,
348 ai_move, 0, NULL
349
350 };
351 mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
352
353
354 mframe_t berserk_frames_death2 [] =
355 {
356 ai_move, 0, NULL,
357 ai_move, 0, NULL,
358 ai_move, 0, NULL,
359 ai_move, 0, NULL,
360 ai_move, 0, NULL,
361 ai_move, 0, NULL,
362 ai_move, 0, NULL,
363 ai_move, 0, NULL
364 };
365 mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
366
367
berserk_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)368 void berserk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
369 {
370 int n;
371
372 if (self->health <= self->gib_health)
373 {
374 gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
375 for (n= 0; n < 2; n++)
376 ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
377 for (n= 0; n < 4; n++)
378 ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
379 ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
380 self->deadflag = DEAD_DEAD;
381 return;
382 }
383
384 if (self->deadflag == DEAD_DEAD)
385 return;
386
387 gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
388 self->deadflag = DEAD_DEAD;
389 self->takedamage = DAMAGE_YES;
390
391 if (damage >= 50)
392 self->monsterinfo.currentmove = &berserk_move_death1;
393 else
394 self->monsterinfo.currentmove = &berserk_move_death2;
395 }
396
397 //===========
398 //PGM
berserk_jump_now(edict_t * self)399 void berserk_jump_now (edict_t *self)
400 {
401 vec3_t forward,up;
402
403 monster_jump_start (self);
404
405 AngleVectors (self->s.angles, forward, NULL, up);
406 VectorMA(self->velocity, 100, forward, self->velocity);
407 VectorMA(self->velocity, 300, up, self->velocity);
408 }
409
berserk_jump2_now(edict_t * self)410 void berserk_jump2_now (edict_t *self)
411 {
412 vec3_t forward,up;
413
414 monster_jump_start (self);
415
416 AngleVectors (self->s.angles, forward, NULL, up);
417 VectorMA(self->velocity, 150, forward, self->velocity);
418 VectorMA(self->velocity, 400, up, self->velocity);
419 }
420
berserk_jump_wait_land(edict_t * self)421 void berserk_jump_wait_land (edict_t *self)
422 {
423 if(self->groundentity == NULL)
424 {
425 self->monsterinfo.nextframe = self->s.frame;
426
427 if(monster_jump_finished (self))
428 self->monsterinfo.nextframe = self->s.frame + 1;
429 }
430 else
431 self->monsterinfo.nextframe = self->s.frame + 1;
432 }
433
434 mframe_t berserk_frames_jump [] =
435 {
436 ai_move, 0, NULL,
437 ai_move, 0, NULL,
438 ai_move, 0, NULL,
439 ai_move, 0, berserk_jump_now,
440 ai_move, 0, NULL,
441 ai_move, 0, NULL,
442 ai_move, 0, berserk_jump_wait_land,
443 ai_move, 0, NULL,
444 ai_move, 0, NULL
445 };
446 mmove_t berserk_move_jump = { FRAME_jump1, FRAME_jump9, berserk_frames_jump, berserk_run };
447
448 mframe_t berserk_frames_jump2 [] =
449 {
450 ai_move, -8, NULL,
451 ai_move, -4, NULL,
452 ai_move, -4, NULL,
453 ai_move, 0, berserk_jump_now,
454 ai_move, 0, NULL,
455 ai_move, 0, NULL,
456 ai_move, 0, berserk_jump_wait_land,
457 ai_move, 0, NULL,
458 ai_move, 0, NULL
459 };
460 mmove_t berserk_move_jump2 = { FRAME_jump1, FRAME_jump9, berserk_frames_jump2, berserk_run };
461
berserk_jump(edict_t * self)462 void berserk_jump (edict_t *self)
463 {
464 if(!self->enemy)
465 return;
466
467 monster_done_dodge (self);
468
469 if(self->enemy->s.origin[2] > self->s.origin[2])
470 self->monsterinfo.currentmove = &berserk_move_jump2;
471 else
472 self->monsterinfo.currentmove = &berserk_move_jump;
473 }
474
berserk_blocked(edict_t * self,float dist)475 qboolean berserk_blocked (edict_t *self, float dist)
476 {
477 if(blocked_checkjump (self, dist, 256, 40))
478 {
479 berserk_jump(self);
480 return true;
481 }
482
483 if(blocked_checkplat (self, dist))
484 return true;
485
486 return false;
487 }
488 //PGM
489 //===========
490
berserk_sidestep(edict_t * self)491 void berserk_sidestep (edict_t *self)
492 {
493 // if we're jumping, don't dodge
494 if ((self->monsterinfo.currentmove == &berserk_move_jump) ||
495 (self->monsterinfo.currentmove == &berserk_move_jump2))
496 {
497 return;
498 }
499
500 // don't check for attack; the eta should suffice for melee monsters
501
502 if (self->monsterinfo.currentmove != &berserk_move_run1)
503 self->monsterinfo.currentmove = &berserk_move_run1;
504 }
505
506
507 /*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
508 */
SP_monster_berserk(edict_t * self)509 void SP_monster_berserk (edict_t *self)
510 {
511 if (deathmatch->value)
512 {
513 G_FreeEdict (self);
514 return;
515 }
516
517 // pre-caches
518 sound_pain = gi.soundindex ("berserk/berpain2.wav");
519 sound_die = gi.soundindex ("berserk/berdeth2.wav");
520 sound_idle = gi.soundindex ("berserk/beridle1.wav");
521 sound_punch = gi.soundindex ("berserk/attack.wav");
522 sound_search = gi.soundindex ("berserk/bersrch1.wav");
523 sound_sight = gi.soundindex ("berserk/sight.wav");
524
525 self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
526 VectorSet (self->mins, -16, -16, -24);
527 VectorSet (self->maxs, 16, 16, 32);
528 self->movetype = MOVETYPE_STEP;
529 self->solid = SOLID_BBOX;
530
531 self->health = 240;
532 self->gib_health = -60;
533 self->mass = 250;
534
535 self->pain = berserk_pain;
536 self->die = berserk_die;
537
538 self->monsterinfo.stand = berserk_stand;
539 self->monsterinfo.walk = berserk_walk;
540 self->monsterinfo.run = berserk_run;
541 // pmm
542 // self->monsterinfo.dodge = NULL;
543 self->monsterinfo.dodge = M_MonsterDodge;
544 self->monsterinfo.sidestep = berserk_sidestep;
545 // pmm
546 self->monsterinfo.attack = NULL;
547 self->monsterinfo.melee = berserk_melee;
548 self->monsterinfo.sight = berserk_sight;
549 self->monsterinfo.search = berserk_search;
550 self->monsterinfo.blocked = berserk_blocked; //PGM
551
552 self->monsterinfo.currentmove = &berserk_move_stand;
553 self->monsterinfo.scale = MODEL_SCALE;
554
555 gi.linkentity (self);
556
557 walkmonster_start (self);
558 }
559