1 /*
2 ==============================================================================
3
4 chick
5
6 ==============================================================================
7 */
8
9 #include "g_local.h"
10 #include "m_chick.h"
11
12 // ROGUE
13 #define LEAD_TARGET 1
14 // ROGUE
15
16 qboolean visible (edict_t *self, edict_t *other);
17
18 void chick_stand (edict_t *self);
19 void chick_run (edict_t *self);
20 void chick_reslash(edict_t *self);
21 void chick_rerocket(edict_t *self);
22 void chick_attack1(edict_t *self);
23
24 static int sound_missile_prelaunch;
25 static int sound_missile_launch;
26 static int sound_melee_swing;
27 static int sound_melee_hit;
28 static int sound_missile_reload;
29 static int sound_death1;
30 static int sound_death2;
31 static int sound_fall_down;
32 static int sound_idle1;
33 static int sound_idle2;
34 static int sound_pain1;
35 static int sound_pain2;
36 static int sound_pain3;
37 static int sound_sight;
38 static int sound_search;
39
ChickMoan(edict_t * self)40 void ChickMoan (edict_t *self)
41 {
42 if (random() < 0.5)
43 gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
44 else
45 gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
46 }
47
48 mframe_t chick_frames_fidget [] =
49 {
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, ChickMoan,
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 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, NULL,
76 ai_stand, 0, NULL,
77 ai_stand, 0, NULL,
78 ai_stand, 0, NULL,
79 ai_stand, 0, NULL
80 };
81 mmove_t chick_move_fidget = {FRAME_stand201, FRAME_stand230, chick_frames_fidget, chick_stand};
82
chick_fidget(edict_t * self)83 void chick_fidget (edict_t *self)
84 {
85 if (self->monsterinfo.aiflags & AI_STAND_GROUND)
86 return;
87 if (random() <= 0.3)
88 self->monsterinfo.currentmove = &chick_move_fidget;
89 }
90
91 mframe_t chick_frames_stand [] =
92 {
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 ai_stand, 0, NULL,
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 ai_stand, 0, NULL,
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 ai_stand, 0, NULL,
122 ai_stand, 0, chick_fidget,
123
124 };
125 mmove_t chick_move_stand = {FRAME_stand101, FRAME_stand130, chick_frames_stand, NULL};
126
chick_stand(edict_t * self)127 void chick_stand (edict_t *self)
128 {
129 self->monsterinfo.currentmove = &chick_move_stand;
130 }
131
132 mframe_t chick_frames_start_run [] =
133 {
134 ai_run, 1, NULL,
135 ai_run, 0, NULL,
136 ai_run, 0, NULL,
137 ai_run, -1, NULL,
138 ai_run, -1, NULL,
139 ai_run, 0, NULL,
140 ai_run, 1, NULL,
141 ai_run, 3, NULL,
142 ai_run, 6, NULL,
143 ai_run, 3, NULL
144 };
145 mmove_t chick_move_start_run = {FRAME_walk01, FRAME_walk10, chick_frames_start_run, chick_run};
146
147 mframe_t chick_frames_run [] =
148 {
149 ai_run, 6, NULL,
150 ai_run, 8, NULL,
151 ai_run, 13, NULL,
152 ai_run, 5, monster_done_dodge, // make sure to clear dodge bit
153 ai_run, 7, NULL,
154 ai_run, 4, NULL,
155 ai_run, 11, NULL,
156 ai_run, 5, NULL,
157 ai_run, 9, NULL,
158 ai_run, 7, NULL
159 };
160
161 mmove_t chick_move_run = {FRAME_walk11, FRAME_walk20, chick_frames_run, NULL};
162
163 mframe_t chick_frames_walk [] =
164 {
165 ai_walk, 6, NULL,
166 ai_walk, 8, NULL,
167 ai_walk, 13, NULL,
168 ai_walk, 5, NULL,
169 ai_walk, 7, NULL,
170 ai_walk, 4, NULL,
171 ai_walk, 11, NULL,
172 ai_walk, 5, NULL,
173 ai_walk, 9, NULL,
174 ai_walk, 7, NULL
175 };
176
177 mmove_t chick_move_walk = {FRAME_walk11, FRAME_walk20, chick_frames_walk, NULL};
178
chick_walk(edict_t * self)179 void chick_walk (edict_t *self)
180 {
181 self->monsterinfo.currentmove = &chick_move_walk;
182 }
183
chick_run(edict_t * self)184 void chick_run (edict_t *self)
185 {
186 monster_done_dodge (self);
187
188 if (self->monsterinfo.aiflags & AI_STAND_GROUND)
189 {
190 self->monsterinfo.currentmove = &chick_move_stand;
191 return;
192 }
193
194 if (self->monsterinfo.currentmove == &chick_move_walk ||
195 self->monsterinfo.currentmove == &chick_move_start_run)
196 {
197 self->monsterinfo.currentmove = &chick_move_run;
198 }
199 else
200 {
201 self->monsterinfo.currentmove = &chick_move_start_run;
202 }
203 }
204
205 mframe_t chick_frames_pain1 [] =
206 {
207 ai_move, 0, NULL,
208 ai_move, 0, NULL,
209 ai_move, 0, NULL,
210 ai_move, 0, NULL,
211 ai_move, 0, NULL
212 };
213 mmove_t chick_move_pain1 = {FRAME_pain101, FRAME_pain105, chick_frames_pain1, chick_run};
214
215 mframe_t chick_frames_pain2 [] =
216 {
217 ai_move, 0, NULL,
218 ai_move, 0, NULL,
219 ai_move, 0, NULL,
220 ai_move, 0, NULL,
221 ai_move, 0, NULL
222 };
223 mmove_t chick_move_pain2 = {FRAME_pain201, FRAME_pain205, chick_frames_pain2, chick_run};
224
225 mframe_t chick_frames_pain3 [] =
226 {
227 ai_move, 0, NULL,
228 ai_move, 0, NULL,
229 ai_move, -6, NULL,
230 ai_move, 3, NULL,
231 ai_move, 11, NULL,
232 ai_move, 3, NULL,
233 ai_move, 0, NULL,
234 ai_move, 0, NULL,
235 ai_move, 4, NULL,
236 ai_move, 1, NULL,
237 ai_move, 0, NULL,
238 ai_move, -3, NULL,
239 ai_move, -4, NULL,
240 ai_move, 5, NULL,
241 ai_move, 7, NULL,
242 ai_move, -2, NULL,
243 ai_move, 3, NULL,
244 ai_move, -5, NULL,
245 ai_move, -2, NULL,
246 ai_move, -8, NULL,
247 ai_move, 2, NULL
248 };
249 mmove_t chick_move_pain3 = {FRAME_pain301, FRAME_pain321, chick_frames_pain3, chick_run};
250
chick_pain(edict_t * self,edict_t * other,float kick,int damage)251 void chick_pain (edict_t *self, edict_t *other, float kick, int damage)
252 {
253 float r;
254
255 monster_done_dodge(self);
256
257 if (self->health < (self->max_health / 2))
258 self->s.skinnum = 1;
259
260 if (level.time < self->pain_debounce_time)
261 return;
262
263 self->pain_debounce_time = level.time + 3;
264
265 r = random();
266 if (r < 0.33)
267 gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
268 else if (r < 0.66)
269 gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
270 else
271 gi.sound (self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
272
273 if (skill->value == 3)
274 return; // no pain anims in nightmare
275
276 // PMM - clear this from blindfire
277 self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
278
279 if (damage <= 10)
280 self->monsterinfo.currentmove = &chick_move_pain1;
281 else if (damage <= 25)
282 self->monsterinfo.currentmove = &chick_move_pain2;
283 else
284 self->monsterinfo.currentmove = &chick_move_pain3;
285
286 // PMM - clear duck flag
287 if (self->monsterinfo.aiflags & AI_DUCKED)
288 monster_duck_up(self);
289 }
290
chick_dead(edict_t * self)291 void chick_dead (edict_t *self)
292 {
293 VectorSet (self->mins, -16, -16, 0);
294 VectorSet (self->maxs, 16, 16, 16);
295 self->movetype = MOVETYPE_TOSS;
296 self->svflags |= SVF_DEADMONSTER;
297 self->nextthink = 0;
298 gi.linkentity (self);
299 }
300
301 mframe_t chick_frames_death2 [] =
302 {
303 ai_move, -6, NULL,
304 ai_move, 0, NULL,
305 ai_move, -1, NULL,
306 ai_move, -5, NULL,
307 ai_move, 0, NULL,
308 ai_move, -1, NULL,
309 ai_move, -2, NULL,
310 ai_move, 1, NULL,
311 ai_move, 10, NULL,
312 ai_move, 2, NULL,
313 ai_move, 3, NULL,
314 ai_move, 1, NULL,
315 ai_move, 2, NULL,
316 ai_move, 0, NULL,
317 ai_move, 3, NULL,
318 ai_move, 3, NULL,
319 ai_move, 1, NULL,
320 ai_move, -3, NULL,
321 ai_move, -5, NULL,
322 ai_move, 4, NULL,
323 ai_move, 15, NULL,
324 ai_move, 14, NULL,
325 ai_move, 1, NULL
326 };
327 mmove_t chick_move_death2 = {FRAME_death201, FRAME_death223, chick_frames_death2, chick_dead};
328
329 mframe_t chick_frames_death1 [] =
330 {
331 ai_move, 0, NULL,
332 ai_move, 0, NULL,
333 ai_move, -7, NULL,
334 ai_move, 4, NULL,
335 ai_move, 11, NULL,
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
344 };
345 mmove_t chick_move_death1 = {FRAME_death101, FRAME_death112, chick_frames_death1, chick_dead};
346
chick_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)347 void chick_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
348 {
349 int n;
350
351 // check for gib
352 if (self->health <= self->gib_health)
353 {
354 gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
355 for (n= 0; n < 2; n++)
356 ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
357 for (n= 0; n < 4; n++)
358 ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
359 ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
360 self->deadflag = DEAD_DEAD;
361 return;
362 }
363
364 if (self->deadflag == DEAD_DEAD)
365 return;
366
367 // regular death
368 self->deadflag = DEAD_DEAD;
369 self->takedamage = DAMAGE_YES;
370
371 n = rand() % 2;
372 if (n == 0)
373 {
374 self->monsterinfo.currentmove = &chick_move_death1;
375 gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
376 }
377 else
378 {
379 self->monsterinfo.currentmove = &chick_move_death2;
380 gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
381 }
382 }
383
384 // PMM - changes to duck code for new dodge
385
386 mframe_t chick_frames_duck [] =
387 {
388 ai_move, 0, monster_duck_down,
389 ai_move, 1, NULL,
390 ai_move, 4, monster_duck_hold,
391 ai_move, -4, NULL,
392 ai_move, -5, monster_duck_up,
393 ai_move, 3, NULL,
394 ai_move, 1, NULL
395 };
396 mmove_t chick_move_duck = {FRAME_duck01, FRAME_duck07, chick_frames_duck, chick_run};
397
398 /*
399 void chick_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
400 {
401 // begin orig code
402 if (random() > 0.25)
403 return;
404
405 if (!self->enemy)
406 self->enemy = attacker;
407
408 self->monsterinfo.currentmove = &chick_move_duck;
409 // end
410
411 float r;
412 float height;
413 int shooting = 0;
414
415 if (!self->enemy)
416 {
417 self->enemy = attacker;
418 FoundTarget (self);
419 }
420
421 // PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
422 // seeing numbers like 13 and 14)
423 if ((eta < 0.1) || (eta > 5))
424 return;
425
426 r = random();
427 if (r > (0.25*((skill->value)+1)))
428 return;
429
430 if ((self->monsterinfo.currentmove == &chick_move_start_attack1) ||
431 (self->monsterinfo.currentmove == &chick_move_attack1))
432 {
433 shooting = 1;
434 }
435 if (self->monsterinfo.aiflags & AI_DODGING)
436 {
437 height = self->absmax[2];
438 }
439 else
440 {
441 height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1
442 }
443
444 // check to see if it makes sense to duck
445 if (tr->endpos[2] <= height)
446 {
447 vec3_t right, diff;
448 if (shooting)
449 {
450 self->monsterinfo.attack_state = AS_SLIDING;
451 return;
452 }
453 AngleVectors (self->s.angles, NULL, right, NULL);
454 VectorSubtract (tr->endpos, self->s.origin, diff);
455 if (DotProduct (right, diff) < 0)
456 {
457 self->monsterinfo.lefty = 1;
458 }
459 // if it doesn't sense to duck, try to strafe away
460 monster_done_dodge (self);
461 self->monsterinfo.currentmove = &chick_move_run;
462 self->monsterinfo.attack_state = AS_SLIDING;
463 return;
464 }
465
466 if (skill->value == 0)
467 {
468 self->monsterinfo.currentmove = &chick_move_duck;
469 // PMM - stupid dodge
470 self->monsterinfo.duck_wait_time = level.time + eta + 1;
471 self->monsterinfo.aiflags |= AI_DODGING;
472 return;
473 }
474
475 if (!shooting)
476 {
477 self->monsterinfo.currentmove = &chick_move_duck;
478 self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
479 self->monsterinfo.aiflags |= AI_DODGING;
480 }
481 return;
482
483 }
484 */
ChickSlash(edict_t * self)485 void ChickSlash (edict_t *self)
486 {
487 vec3_t aim;
488
489 VectorSet (aim, MELEE_DISTANCE, self->mins[0], 10);
490 gi.sound (self, CHAN_WEAPON, sound_melee_swing, 1, ATTN_NORM, 0);
491 fire_hit (self, aim, (10 + (rand() %6)), 100);
492 }
493
494
ChickRocket(edict_t * self)495 void ChickRocket (edict_t *self)
496 {
497 vec3_t forward, right;
498 vec3_t start;
499 vec3_t dir;
500 vec3_t vec;
501 trace_t trace; // PMM - check target
502 int rocketSpeed;
503 float dist;
504 // pmm - blindfire
505 vec3_t target;
506 qboolean blindfire = false;
507
508 if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
509 blindfire = true;
510 else
511 blindfire = false;
512
513 if(!self->enemy || !self->enemy->inuse) //PGM
514 return; //PGM
515
516 AngleVectors (self->s.angles, forward, right, NULL);
517 G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_CHICK_ROCKET_1], forward, right, start);
518
519 rocketSpeed = 500 + (100 * skill->value); // PGM rock & roll.... :)
520
521 // put a debug trail from start to endpoint, confirm that the start point is
522 // correct for the trace
523
524 // PMM
525 if (blindfire)
526 VectorCopy (self->monsterinfo.blind_fire_target, target);
527 else
528 VectorCopy (self->enemy->s.origin, target);
529 // pmm
530 //PGM
531 // PMM - blindfire shooting
532 if (blindfire)
533 {
534 VectorCopy (target, vec);
535 VectorSubtract (vec, start, dir);
536 }
537 // pmm
538 // don't shoot at feet if they're above where i'm shooting from.
539 else if(random() < 0.33 || (start[2] < self->enemy->absmin[2]))
540 {
541 // gi.dprintf("normal shot\n");
542 VectorCopy (target, vec);
543 vec[2] += self->enemy->viewheight;
544 VectorSubtract (vec, start, dir);
545 }
546 else
547 {
548 // gi.dprintf("shooting at feet!\n");
549 VectorCopy (target, vec);
550 vec[2] = self->enemy->absmin[2];
551 VectorSubtract (vec, start, dir);
552 }
553 //PGM
554
555 //======
556 //PMM - lead target (not when blindfiring)
557 // 20, 35, 50, 65 chance of leading
558 if((!blindfire) && ((random() < (0.2 + ((3 - skill->value) * 0.15)))))
559 {
560 float time;
561
562 // gi.dprintf ("leading target\n");
563 dist = VectorLength (dir);
564 time = dist/rocketSpeed;
565 VectorMA(vec, time, self->enemy->velocity, vec);
566 VectorSubtract(vec, start, dir);
567 }
568 //PMM - lead target
569 //======
570
571 VectorNormalize (dir);
572
573 // pmm blindfire doesn't check target (done in checkattack)
574 // paranoia, make sure we're not shooting a target right next to us
575 trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
576 if (blindfire)
577 {
578 // blindfire has different fail criteria for the trace
579 if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
580 monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
581 else
582 {
583 // geez, this is bad. she's avoiding about 80% of her blindfires due to hitting things.
584 // hunt around for a good shot
585 // try shifting the target to the left a little (to help counter her large offset)
586 VectorCopy (target, vec);
587 VectorMA (vec, -10, right, vec);
588 VectorSubtract(vec, start, dir);
589 VectorNormalize (dir);
590 trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
591 if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
592 monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
593 else
594 {
595 // ok, that failed. try to the right
596 VectorCopy (target, vec);
597 VectorMA (vec, 10, right, vec);
598 VectorSubtract(vec, start, dir);
599 VectorNormalize (dir);
600 trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
601 if (!(trace.startsolid || trace.allsolid || (trace.fraction < 0.5)))
602 monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
603 // else if ((g_showlogic) && (g_showlogic->value))
604 // // ok, I give up
605 // gi.dprintf ("chick avoiding blindfire shot\n");
606 }
607 }
608 }
609 else
610 {
611 trace = gi.trace(start, vec3_origin, vec3_origin, vec, self, MASK_SHOT);
612 if(trace.ent == self->enemy || trace.ent == world)
613 {
614 if(trace.fraction > 0.5 || (trace.ent && trace.ent->client))
615 monster_fire_rocket (self, start, dir, 50, rocketSpeed, MZ2_CHICK_ROCKET_1);
616 // else
617 // gi.dprintf("didn't make it halfway to target...aborting\n");
618 }
619 }
620 }
621
Chick_PreAttack1(edict_t * self)622 void Chick_PreAttack1 (edict_t *self)
623 {
624 gi.sound (self, CHAN_VOICE, sound_missile_prelaunch, 1, ATTN_NORM, 0);
625 }
626
ChickReload(edict_t * self)627 void ChickReload (edict_t *self)
628 {
629 gi.sound (self, CHAN_VOICE, sound_missile_reload, 1, ATTN_NORM, 0);
630 }
631
632
633 mframe_t chick_frames_start_attack1 [] =
634 {
635 ai_charge, 0, Chick_PreAttack1,
636 ai_charge, 0, NULL,
637 ai_charge, 0, NULL,
638 ai_charge, 4, NULL,
639 ai_charge, 0, NULL,
640 ai_charge, -3, NULL,
641 ai_charge, 3, NULL,
642 ai_charge, 5, NULL,
643 ai_charge, 7, NULL,
644 ai_charge, 0, NULL,
645 ai_charge, 0, NULL,
646 ai_charge, 0, NULL,
647 ai_charge, 0, chick_attack1
648 };
649 mmove_t chick_move_start_attack1 = {FRAME_attak101, FRAME_attak113, chick_frames_start_attack1, NULL};
650
651
652 mframe_t chick_frames_attack1 [] =
653 {
654 ai_charge, 19, ChickRocket,
655 ai_charge, -6, NULL,
656 ai_charge, -5, NULL,
657 ai_charge, -2, NULL,
658 ai_charge, -7, NULL,
659 ai_charge, 0, NULL,
660 ai_charge, 1, NULL,
661 ai_charge, 10, ChickReload,
662 ai_charge, 4, NULL,
663 ai_charge, 5, NULL,
664 ai_charge, 6, NULL,
665 ai_charge, 6, NULL,
666 ai_charge, 4, NULL,
667 ai_charge, 3, chick_rerocket
668
669 };
670 mmove_t chick_move_attack1 = {FRAME_attak114, FRAME_attak127, chick_frames_attack1, NULL};
671
672 mframe_t chick_frames_end_attack1 [] =
673 {
674 ai_charge, -3, NULL,
675 ai_charge, 0, NULL,
676 ai_charge, -6, NULL,
677 ai_charge, -4, NULL,
678 ai_charge, -2, NULL
679 };
680 mmove_t chick_move_end_attack1 = {FRAME_attak128, FRAME_attak132, chick_frames_end_attack1, chick_run};
681
chick_rerocket(edict_t * self)682 void chick_rerocket(edict_t *self)
683 {
684 if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
685 {
686 self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
687 self->monsterinfo.currentmove = &chick_move_end_attack1;
688 return;
689 }
690 if (self->enemy->health > 0)
691 {
692 if (range (self, self->enemy) > RANGE_MELEE)
693 if ( visible (self, self->enemy) )
694 if (random() <= (0.6 + (0.05*((float)skill->value))))
695 {
696 self->monsterinfo.currentmove = &chick_move_attack1;
697 return;
698 }
699 }
700 self->monsterinfo.currentmove = &chick_move_end_attack1;
701 }
702
chick_attack1(edict_t * self)703 void chick_attack1(edict_t *self)
704 {
705 self->monsterinfo.currentmove = &chick_move_attack1;
706 }
707
708 mframe_t chick_frames_slash [] =
709 {
710 ai_charge, 1, NULL,
711 ai_charge, 7, ChickSlash,
712 ai_charge, -7, NULL,
713 ai_charge, 1, NULL,
714 ai_charge, -1, NULL,
715 ai_charge, 1, NULL,
716 ai_charge, 0, NULL,
717 ai_charge, 1, NULL,
718 ai_charge, -2, chick_reslash
719 };
720 mmove_t chick_move_slash = {FRAME_attak204, FRAME_attak212, chick_frames_slash, NULL};
721
722 mframe_t chick_frames_end_slash [] =
723 {
724 ai_charge, -6, NULL,
725 ai_charge, -1, NULL,
726 ai_charge, -6, NULL,
727 ai_charge, 0, NULL
728 };
729 mmove_t chick_move_end_slash = {FRAME_attak213, FRAME_attak216, chick_frames_end_slash, chick_run};
730
731
chick_reslash(edict_t * self)732 void chick_reslash(edict_t *self)
733 {
734 if (self->enemy->health > 0)
735 {
736 if (range (self, self->enemy) == RANGE_MELEE)
737 if (random() <= 0.9)
738 {
739 self->monsterinfo.currentmove = &chick_move_slash;
740 return;
741 }
742 else
743 {
744 self->monsterinfo.currentmove = &chick_move_end_slash;
745 return;
746 }
747 }
748 self->monsterinfo.currentmove = &chick_move_end_slash;
749 }
750
chick_slash(edict_t * self)751 void chick_slash(edict_t *self)
752 {
753 self->monsterinfo.currentmove = &chick_move_slash;
754 }
755
756
757 mframe_t chick_frames_start_slash [] =
758 {
759 ai_charge, 1, NULL,
760 ai_charge, 8, NULL,
761 ai_charge, 3, NULL
762 };
763 mmove_t chick_move_start_slash = {FRAME_attak201, FRAME_attak203, chick_frames_start_slash, chick_slash};
764
765
766
chick_melee(edict_t * self)767 void chick_melee(edict_t *self)
768 {
769 self->monsterinfo.currentmove = &chick_move_start_slash;
770 }
771
772
chick_attack(edict_t * self)773 void chick_attack(edict_t *self)
774 {
775 float r, chance;
776
777 monster_done_dodge (self);
778
779 // PMM
780 if (self->monsterinfo.attack_state == AS_BLIND)
781 {
782 // setup shot probabilities
783 if (self->monsterinfo.blind_fire_delay < 1.0)
784 chance = 1.0;
785 else if (self->monsterinfo.blind_fire_delay < 7.5)
786 chance = 0.4;
787 else
788 chance = 0.1;
789
790 r = random();
791
792 // minimum of 2 seconds, plus 0-3, after the shots are done
793 self->monsterinfo.blind_fire_delay += 4.0 + 1.5 + random();
794
795 // don't shoot at the origin
796 if (VectorCompare (self->monsterinfo.blind_fire_target, vec3_origin))
797 return;
798
799 // don't shoot if the dice say not to
800 if (r > chance)
801 {
802 // if ((g_showlogic) && (g_showlogic->value))
803 // gi.dprintf ("blindfire - NO SHOT\n");
804 return;
805 }
806
807 // turn on manual steering to signal both manual steering and blindfire
808 self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
809 self->monsterinfo.currentmove = &chick_move_start_attack1;
810 self->monsterinfo.attack_finished = level.time + 2*random();
811 return;
812 }
813 // pmm
814
815 self->monsterinfo.currentmove = &chick_move_start_attack1;
816 }
817
chick_sight(edict_t * self,edict_t * other)818 void chick_sight(edict_t *self, edict_t *other)
819 {
820 gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
821 }
822
823 //===========
824 //PGM
chick_blocked(edict_t * self,float dist)825 qboolean chick_blocked (edict_t *self, float dist)
826 {
827 if(blocked_checkshot (self, 0.25 + (0.05 * skill->value) ))
828 return true;
829
830 if(blocked_checkplat (self, dist))
831 return true;
832
833 return false;
834 }
835 //PGM
836 //===========
837
chick_duck(edict_t * self,float eta)838 void chick_duck (edict_t *self, float eta)
839 {
840 if ((self->monsterinfo.currentmove == &chick_move_start_attack1) ||
841 (self->monsterinfo.currentmove == &chick_move_attack1))
842 {
843 // if we're shooting, and not on easy, don't dodge
844 if (skill->value)
845 {
846 self->monsterinfo.aiflags &= ~AI_DUCKED;
847 return;
848 }
849 }
850
851 if (skill->value == 0)
852 // PMM - stupid dodge
853 self->monsterinfo.duck_wait_time = level.time + eta + 1;
854 else
855 self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value));
856
857 // has to be done immediately otherwise she can get stuck
858 monster_duck_down(self);
859
860 self->monsterinfo.nextframe = FRAME_duck01;
861 self->monsterinfo.currentmove = &chick_move_duck;
862 return;
863 }
864
chick_sidestep(edict_t * self)865 void chick_sidestep (edict_t *self)
866 {
867 if ((self->monsterinfo.currentmove == &chick_move_start_attack1) ||
868 (self->monsterinfo.currentmove == &chick_move_attack1))
869 {
870 // if we're shooting, and not on easy, don't dodge
871 if (skill->value)
872 {
873 self->monsterinfo.aiflags &= ~AI_DODGING;
874 return;
875 }
876 }
877
878 if (self->monsterinfo.currentmove != &chick_move_run)
879 self->monsterinfo.currentmove = &chick_move_run;
880 }
881
882 /*QUAKED monster_chick (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
883 */
SP_monster_chick(edict_t * self)884 void SP_monster_chick (edict_t *self)
885 {
886 if (deathmatch->value)
887 {
888 G_FreeEdict (self);
889 return;
890 }
891
892 sound_missile_prelaunch = gi.soundindex ("chick/chkatck1.wav");
893 sound_missile_launch = gi.soundindex ("chick/chkatck2.wav");
894 sound_melee_swing = gi.soundindex ("chick/chkatck3.wav");
895 sound_melee_hit = gi.soundindex ("chick/chkatck4.wav");
896 sound_missile_reload = gi.soundindex ("chick/chkatck5.wav");
897 sound_death1 = gi.soundindex ("chick/chkdeth1.wav");
898 sound_death2 = gi.soundindex ("chick/chkdeth2.wav");
899 sound_fall_down = gi.soundindex ("chick/chkfall1.wav");
900 sound_idle1 = gi.soundindex ("chick/chkidle1.wav");
901 sound_idle2 = gi.soundindex ("chick/chkidle2.wav");
902 sound_pain1 = gi.soundindex ("chick/chkpain1.wav");
903 sound_pain2 = gi.soundindex ("chick/chkpain2.wav");
904 sound_pain3 = gi.soundindex ("chick/chkpain3.wav");
905 sound_sight = gi.soundindex ("chick/chksght1.wav");
906 sound_search = gi.soundindex ("chick/chksrch1.wav");
907
908 self->movetype = MOVETYPE_STEP;
909 self->solid = SOLID_BBOX;
910 self->s.modelindex = gi.modelindex ("models/monsters/bitch2/tris.md2");
911 VectorSet (self->mins, -16, -16, 0);
912 VectorSet (self->maxs, 16, 16, 56);
913
914 self->health = 175;
915 self->gib_health = -70;
916 self->mass = 200;
917
918 self->pain = chick_pain;
919 self->die = chick_die;
920
921 self->monsterinfo.stand = chick_stand;
922 self->monsterinfo.walk = chick_walk;
923 self->monsterinfo.run = chick_run;
924 // pmm
925 self->monsterinfo.dodge = M_MonsterDodge;
926 self->monsterinfo.duck = chick_duck;
927 self->monsterinfo.unduck = monster_duck_up;
928 self->monsterinfo.sidestep = chick_sidestep;
929 // self->monsterinfo.dodge = chick_dodge;
930 // pmm
931 self->monsterinfo.attack = chick_attack;
932 self->monsterinfo.melee = chick_melee;
933 self->monsterinfo.sight = chick_sight;
934 self->monsterinfo.blocked = chick_blocked; // PGM
935
936 gi.linkentity (self);
937
938 self->monsterinfo.currentmove = &chick_move_stand;
939 self->monsterinfo.scale = MODEL_SCALE;
940
941 // PMM
942 self->monsterinfo.blindfire = true;
943 // pmm
944 walkmonster_start (self);
945 }
946
947