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 	ai_run, 25, NULL,
137 	ai_run, 18, NULL,
138 	ai_run, 19, NULL
139 };
140 mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
141 
berserk_run(edict_t * self)142 void berserk_run (edict_t *self)
143 {
144 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
145 		self->monsterinfo.currentmove = &berserk_move_stand;
146 	else
147 		self->monsterinfo.currentmove = &berserk_move_run1;
148 }
149 
150 
berserk_attack_spike(edict_t * self)151 void berserk_attack_spike (edict_t *self)
152 {
153 	static	vec3_t	aim = {MELEE_DISTANCE, 0, -24};
154 	fire_hit (self, aim, (15 + (rand() % 6)), 400);		//	Faster attack -- upwards and backwards
155 }
156 
157 
berserk_swing(edict_t * self)158 void berserk_swing (edict_t *self)
159 {
160 	gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
161 }
162 
163 mframe_t berserk_frames_attack_spike [] =
164 {
165 		ai_charge, 0, NULL,
166 		ai_charge, 0, NULL,
167 		ai_charge, 0, berserk_swing,
168 		ai_charge, 0, berserk_attack_spike,
169 		ai_charge, 0, NULL,
170 		ai_charge, 0, NULL,
171 		ai_charge, 0, NULL,
172 		ai_charge, 0, NULL
173 };
174 mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
175 
176 
berserk_attack_club(edict_t * self)177 void berserk_attack_club (edict_t *self)
178 {
179 	vec3_t	aim;
180 
181 	VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
182 	fire_hit (self, aim, (5 + (rand() % 6)), 400);		// Slower attack
183 }
184 
185 mframe_t berserk_frames_attack_club [] =
186 {
187 	ai_charge, 0, NULL,
188 	ai_charge, 0, NULL,
189 	ai_charge, 0, NULL,
190 	ai_charge, 0, NULL,
191 	ai_charge, 0, berserk_swing,
192 	ai_charge, 0, NULL,
193 	ai_charge, 0, NULL,
194 	ai_charge, 0, NULL,
195 	ai_charge, 0, berserk_attack_club,
196 	ai_charge, 0, NULL,
197 	ai_charge, 0, NULL,
198 	ai_charge, 0, NULL
199 };
200 mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
201 
202 
berserk_strike(edict_t * self)203 void berserk_strike (edict_t *self)
204 {
205 	//FIXME play impact sound
206 }
207 
208 
209 mframe_t berserk_frames_attack_strike [] =
210 {
211 	ai_move, 0, NULL,
212 	ai_move, 0, NULL,
213 	ai_move, 0, NULL,
214 	ai_move, 0, berserk_swing,
215 	ai_move, 0, NULL,
216 	ai_move, 0, NULL,
217 	ai_move, 0, NULL,
218 	ai_move, 0, berserk_strike,
219 	ai_move, 0, NULL,
220 	ai_move, 0, NULL,
221 	ai_move, 0, NULL,
222 	ai_move, 0, NULL,
223 	ai_move, 9.7, NULL,
224 	ai_move, 13.6, NULL
225 };
226 
227 mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
228 
229 
berserk_melee(edict_t * self)230 void berserk_melee (edict_t *self)
231 {
232 	if ((rand() % 2) == 0)
233 		self->monsterinfo.currentmove = &berserk_move_attack_spike;
234 	else
235 		self->monsterinfo.currentmove = &berserk_move_attack_club;
236 }
237 
238 
239 /*
240 void() 	berserk_atke1	=[	$r_attb1,	berserk_atke2	] {ai_run(9);};
241 void() 	berserk_atke2	=[	$r_attb2,	berserk_atke3	] {ai_run(6);};
242 void() 	berserk_atke3	=[	$r_attb3,	berserk_atke4	] {ai_run(18.4);};
243 void() 	berserk_atke4	=[	$r_attb4,	berserk_atke5	] {ai_run(25);};
244 void() 	berserk_atke5	=[	$r_attb5,	berserk_atke6	] {ai_run(14);};
245 void() 	berserk_atke6	=[	$r_attb6,	berserk_atke7	] {ai_run(20);};
246 void() 	berserk_atke7	=[	$r_attb7,	berserk_atke8	] {ai_run(8.5);};
247 void() 	berserk_atke8	=[	$r_attb8,	berserk_atke9	] {ai_run(3);};
248 void() 	berserk_atke9	=[	$r_attb9,	berserk_atke10	] {ai_run(17.5);};
249 void() 	berserk_atke10	=[	$r_attb10,	berserk_atke11	] {ai_run(17);};
250 void() 	berserk_atke11	=[	$r_attb11,	berserk_atke12	] {ai_run(9);};
251 void() 	berserk_atke12	=[	$r_attb12,	berserk_atke13	] {ai_run(25);};
252 void() 	berserk_atke13	=[	$r_attb13,	berserk_atke14	] {ai_run(3.7);};
253 void() 	berserk_atke14	=[	$r_attb14,	berserk_atke15	] {ai_run(2.6);};
254 void() 	berserk_atke15	=[	$r_attb15,	berserk_atke16	] {ai_run(19);};
255 void() 	berserk_atke16	=[	$r_attb16,	berserk_atke17	] {ai_run(25);};
256 void() 	berserk_atke17	=[	$r_attb17,	berserk_atke18	] {ai_run(19.6);};
257 void() 	berserk_atke18	=[	$r_attb18,	berserk_run1	] {ai_run(7.8);};
258 */
259 
260 
261 mframe_t berserk_frames_pain1 [] =
262 {
263 	ai_move, 0, NULL,
264 	ai_move, 0, NULL,
265 	ai_move, 0, NULL,
266 	ai_move, 0, NULL
267 };
268 mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
269 
270 
271 mframe_t berserk_frames_pain2 [] =
272 {
273 	ai_move, 0, NULL,
274 	ai_move, 0, NULL,
275 	ai_move, 0, NULL,
276 	ai_move, 0, NULL,
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 };
294 mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
295 
berserk_pain(edict_t * self,edict_t * other,float kick,int damage)296 void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
297 {
298 	if (self->health < (self->max_health / 2))
299 		self->s.skinnum = 1;
300 
301 	if (level.time < self->pain_debounce_time)
302 		return;
303 
304 	self->pain_debounce_time = level.time + 3;
305 	gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
306 
307 	if (skill->value == 3)
308 		return;		// no pain anims in nightmare
309 
310 	if ((damage < 20) || (random() < 0.5))
311 		self->monsterinfo.currentmove = &berserk_move_pain1;
312 	else
313 		self->monsterinfo.currentmove = &berserk_move_pain2;
314 }
315 
316 
berserk_dead(edict_t * self)317 void berserk_dead (edict_t *self)
318 {
319 	VectorSet (self->mins, -16, -16, -24);
320 	VectorSet (self->maxs, 16, 16, -8);
321 	self->movetype = MOVETYPE_TOSS;
322 	self->svflags |= SVF_DEADMONSTER;
323 	self->nextthink = 0;
324 	gi.linkentity (self);
325 }
326 
327 
328 mframe_t berserk_frames_death1 [] =
329 {
330 	ai_move, 0, NULL,
331 	ai_move, 0, NULL,
332 	ai_move, 0, NULL,
333 	ai_move, 0, NULL,
334 	ai_move, 0, NULL,
335 	ai_move, 0, 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 berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
346 
347 
348 mframe_t berserk_frames_death2 [] =
349 {
350 	ai_move, 0, NULL,
351 	ai_move, 0, NULL,
352 	ai_move, 0, NULL,
353 	ai_move, 0, NULL,
354 	ai_move, 0, NULL,
355 	ai_move, 0, NULL,
356 	ai_move, 0, NULL,
357 	ai_move, 0, NULL
358 };
359 mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
360 
361 
berserk_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)362 void berserk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
363 {
364 	int		n;
365 
366 	if (self->health <= self->gib_health)
367 	{
368 		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
369 		for (n= 0; n < 2; n++)
370 			ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
371 		for (n= 0; n < 4; n++)
372 			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
373 		ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
374 		self->deadflag = DEAD_DEAD;
375 		return;
376 	}
377 
378 	if (self->deadflag == DEAD_DEAD)
379 		return;
380 
381 	gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
382 	self->deadflag = DEAD_DEAD;
383 	self->takedamage = DAMAGE_YES;
384 
385 	if (damage >= 50)
386 		self->monsterinfo.currentmove = &berserk_move_death1;
387 	else
388 		self->monsterinfo.currentmove = &berserk_move_death2;
389 }
390 
391 
392 /*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
393 */
SP_monster_berserk(edict_t * self)394 void SP_monster_berserk (edict_t *self)
395 {
396 	if (deathmatch->value)
397 	{
398 		G_FreeEdict (self);
399 		return;
400 	}
401 
402 	// pre-caches
403 	sound_pain  = gi.soundindex ("berserk/berpain2.wav");
404 	sound_die   = gi.soundindex ("berserk/berdeth2.wav");
405 	sound_idle  = gi.soundindex ("berserk/beridle1.wav");
406 	sound_punch = gi.soundindex ("berserk/attack.wav");
407 	sound_search = gi.soundindex ("berserk/bersrch1.wav");
408 	sound_sight = gi.soundindex ("berserk/sight.wav");
409 
410 	self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
411 	VectorSet (self->mins, -16, -16, -24);
412 	VectorSet (self->maxs, 16, 16, 32);
413 	self->movetype = MOVETYPE_STEP;
414 	self->solid = SOLID_BBOX;
415 
416 	self->health = 240;
417 	self->gib_health = -60;
418 	self->mass = 250;
419 
420 	self->pain = berserk_pain;
421 	self->die = berserk_die;
422 
423 	self->monsterinfo.stand = berserk_stand;
424 	self->monsterinfo.walk = berserk_walk;
425 	self->monsterinfo.run = berserk_run;
426 	self->monsterinfo.dodge = NULL;
427 	self->monsterinfo.attack = NULL;
428 	self->monsterinfo.melee = berserk_melee;
429 	self->monsterinfo.sight = berserk_sight;
430 	self->monsterinfo.search = berserk_search;
431 
432 	self->monsterinfo.currentmove = &berserk_move_stand;
433 	self->monsterinfo.scale = MODEL_SCALE;
434 
435 	gi.linkentity (self);
436 
437 	walkmonster_start (self);
438 }
439