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