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 BERSERK
24 
25 ==============================================================================
26 */
27 
28 #include "g_local.h"
29 #include "m_berserk.h"
30 
31 
32 static int sound_pain;
33 static int sound_die;
34 static int sound_idle;
35 static int sound_punch;
36 static int sound_sight;
37 static int sound_search;
38 
berserk_sight(edict_t * self,edict_t * other)39 void berserk_sight (edict_t *self, edict_t *other)
40 {
41 	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
42 }
43 
berserk_search(edict_t * self)44 void berserk_search (edict_t *self)
45 {
46 	gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
47 }
48 
49 
50 void berserk_fidget (edict_t *self);
51 mframe_t berserk_frames_stand [] =
52 {
53 	{ai_stand, 0, berserk_fidget},
54 	{ai_stand, 0, NULL},
55 	{ai_stand, 0, NULL},
56 	{ai_stand, 0, NULL},
57 	{ai_stand, 0, NULL}
58 };
59 mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
60 
berserk_stand(edict_t * self)61 void berserk_stand (edict_t *self)
62 {
63 	self->monsterinfo.currentmove = &berserk_move_stand;
64 }
65 
66 mframe_t berserk_frames_stand_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, NULL},
76 	{ai_stand, 0, NULL},
77 	{ai_stand, 0, NULL},
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 mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
90 
berserk_fidget(edict_t * self)91 void berserk_fidget (edict_t *self)
92 {
93 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
94 		return;
95 	if (random() > 0.15)
96 		return;
97 
98 	self->monsterinfo.currentmove = &berserk_move_stand_fidget;
99 	gi.sound (self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
100 }
101 
102 
103 mframe_t berserk_frames_walk [] =
104 {
105 	{ai_walk, 9.1, NULL},
106 	{ai_walk, 6.3, NULL},
107 	{ai_walk, 4.9, NULL},
108 	{ai_walk, 6.7, NULL},
109 	{ai_walk, 6.0, NULL},
110 	{ai_walk, 8.2, NULL},
111 	{ai_walk, 7.2, NULL},
112 	{ai_walk, 6.1, NULL},
113 	{ai_walk, 4.9, NULL},
114 	{ai_walk, 4.7, NULL},
115 	{ai_walk, 4.7, NULL},
116 	{ai_walk, 4.8, NULL}
117 };
118 mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
119 
berserk_walk(edict_t * self)120 void berserk_walk (edict_t *self)
121 {
122 	self->monsterinfo.currentmove = &berserk_move_walk;
123 }
124 
125 /*
126 
127   *****************************
128   SKIPPED THIS FOR NOW!
129   *****************************
130 
131    Running -> Arm raised in air
132 
133 void()	berserk_runb1	=[	$r_att1 ,	berserk_runb2	] {ai_run(21);};
134 void()	berserk_runb2	=[	$r_att2 ,	berserk_runb3	] {ai_run(11);};
135 void()	berserk_runb3	=[	$r_att3 ,	berserk_runb4	] {ai_run(21);};
136 void()	berserk_runb4	=[	$r_att4 ,	berserk_runb5	] {ai_run(25);};
137 void()	berserk_runb5	=[	$r_att5 ,	berserk_runb6	] {ai_run(18);};
138 void()	berserk_runb6	=[	$r_att6 ,	berserk_runb7	] {ai_run(19);};
139 // running with arm in air : start loop
140 void()	berserk_runb7	=[	$r_att7 ,	berserk_runb8	] {ai_run(21);};
141 void()	berserk_runb8	=[	$r_att8 ,	berserk_runb9	] {ai_run(11);};
142 void()	berserk_runb9	=[	$r_att9 ,	berserk_runb10	] {ai_run(21);};
143 void()	berserk_runb10	=[	$r_att10 ,	berserk_runb11	] {ai_run(25);};
144 void()	berserk_runb11	=[	$r_att11 ,	berserk_runb12	] {ai_run(18);};
145 void()	berserk_runb12	=[	$r_att12 ,	berserk_runb7	] {ai_run(19);};
146 // running with arm in air : end loop
147 */
148 
149 
150 mframe_t berserk_frames_run1 [] =
151 {
152 	{ai_run, 21, NULL},
153 	{ai_run, 11, NULL},
154 	{ai_run, 21, NULL},
155 	{ai_run, 25, NULL},
156 	{ai_run, 18, NULL},
157 	{ai_run, 19, NULL}
158 };
159 mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
160 
berserk_run(edict_t * self)161 void berserk_run (edict_t *self)
162 {
163 	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
164 		self->monsterinfo.currentmove = &berserk_move_stand;
165 	else
166 		self->monsterinfo.currentmove = &berserk_move_run1;
167 }
168 
169 
berserk_attack_spike(edict_t * self)170 void berserk_attack_spike (edict_t *self)
171 {
172 	static	vec3_t	aim = {MELEE_DISTANCE, 0, -24};
173 	fire_hit (self, aim, (15 + (rand() % 6)), 400);		//	Faster attack -- upwards and backwards
174 }
175 
176 
berserk_swing(edict_t * self)177 void berserk_swing (edict_t *self)
178 {
179 	gi.sound (self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
180 }
181 
182 mframe_t berserk_frames_attack_spike [] =
183 {
184 		{ai_charge, 0, NULL},
185 		{ai_charge, 0, NULL},
186 		{ai_charge, 0, berserk_swing},
187 		{ai_charge, 0, berserk_attack_spike},
188 		{ai_charge, 0, NULL},
189 		{ai_charge, 0, NULL},
190 		{ai_charge, 0, NULL},
191 		{ai_charge, 0, NULL}
192 };
193 mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
194 
195 
berserk_attack_club(edict_t * self)196 void berserk_attack_club (edict_t *self)
197 {
198 	vec3_t	aim;
199 
200 	VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4);
201 	fire_hit (self, aim, (5 + (rand() % 6)), 400);		// Slower attack
202 }
203 
204 mframe_t berserk_frames_attack_club [] =
205 {
206 	{ai_charge, 0, NULL},
207 	{ai_charge, 0, NULL},
208 	{ai_charge, 0, NULL},
209 	{ai_charge, 0, NULL},
210 	{ai_charge, 0, berserk_swing},
211 	{ai_charge, 0, NULL},
212 	{ai_charge, 0, NULL},
213 	{ai_charge, 0, NULL},
214 	{ai_charge, 0, berserk_attack_club},
215 	{ai_charge, 0, NULL},
216 	{ai_charge, 0, NULL},
217 	{ai_charge, 0, NULL}
218 };
219 mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
220 
221 
berserk_strike(edict_t * self)222 void berserk_strike (edict_t *self)
223 {
224 	//FIXME play impact sound
225 }
226 
227 
228 mframe_t berserk_frames_attack_strike [] =
229 {
230 	{ai_move, 0, NULL},
231 	{ai_move, 0, NULL},
232 	{ai_move, 0, NULL},
233 	{ai_move, 0, berserk_swing},
234 	{ai_move, 0, NULL},
235 	{ai_move, 0, NULL},
236 	{ai_move, 0, NULL},
237 	{ai_move, 0, berserk_strike},
238 	{ai_move, 0, NULL},
239 	{ai_move, 0, NULL},
240 	{ai_move, 0, NULL},
241 	{ai_move, 0, NULL},
242 	{ai_move, 9.7, NULL},
243 	{ai_move, 13.6, NULL}
244 };
245 
246 mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
247 
248 
berserk_melee(edict_t * self)249 void berserk_melee (edict_t *self)
250 {
251 	if ((rand() % 2) == 0)
252 		self->monsterinfo.currentmove = &berserk_move_attack_spike;
253 	else
254 		self->monsterinfo.currentmove = &berserk_move_attack_club;
255 }
256 
257 
258 /*
259 void() 	berserk_atke1	=[	$r_attb1,	berserk_atke2	] {ai_run(9);};
260 void() 	berserk_atke2	=[	$r_attb2,	berserk_atke3	] {ai_run(6);};
261 void() 	berserk_atke3	=[	$r_attb3,	berserk_atke4	] {ai_run(18.4);};
262 void() 	berserk_atke4	=[	$r_attb4,	berserk_atke5	] {ai_run(25);};
263 void() 	berserk_atke5	=[	$r_attb5,	berserk_atke6	] {ai_run(14);};
264 void() 	berserk_atke6	=[	$r_attb6,	berserk_atke7	] {ai_run(20);};
265 void() 	berserk_atke7	=[	$r_attb7,	berserk_atke8	] {ai_run(8.5);};
266 void() 	berserk_atke8	=[	$r_attb8,	berserk_atke9	] {ai_run(3);};
267 void() 	berserk_atke9	=[	$r_attb9,	berserk_atke10	] {ai_run(17.5);};
268 void() 	berserk_atke10	=[	$r_attb10,	berserk_atke11	] {ai_run(17);};
269 void() 	berserk_atke11	=[	$r_attb11,	berserk_atke12	] {ai_run(9);};
270 void() 	berserk_atke12	=[	$r_attb12,	berserk_atke13	] {ai_run(25);};
271 void() 	berserk_atke13	=[	$r_attb13,	berserk_atke14	] {ai_run(3.7);};
272 void() 	berserk_atke14	=[	$r_attb14,	berserk_atke15	] {ai_run(2.6);};
273 void() 	berserk_atke15	=[	$r_attb15,	berserk_atke16	] {ai_run(19);};
274 void() 	berserk_atke16	=[	$r_attb16,	berserk_atke17	] {ai_run(25);};
275 void() 	berserk_atke17	=[	$r_attb17,	berserk_atke18	] {ai_run(19.6);};
276 void() 	berserk_atke18	=[	$r_attb18,	berserk_run1	] {ai_run(7.8);};
277 */
278 
279 
280 mframe_t berserk_frames_pain1 [] =
281 {
282 	{ai_move, 0, NULL},
283 	{ai_move, 0, NULL},
284 	{ai_move, 0, NULL},
285 	{ai_move, 0, NULL}
286 };
287 mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
288 
289 
290 mframe_t berserk_frames_pain2 [] =
291 {
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 	{ai_move, 0, NULL},
298 	{ai_move, 0, NULL},
299 	{ai_move, 0, NULL},
300 	{ai_move, 0, NULL},
301 	{ai_move, 0, NULL},
302 	{ai_move, 0, NULL},
303 	{ai_move, 0, NULL},
304 	{ai_move, 0, NULL},
305 	{ai_move, 0, NULL},
306 	{ai_move, 0, NULL},
307 	{ai_move, 0, NULL},
308 	{ai_move, 0, NULL},
309 	{ai_move, 0, NULL},
310 	{ai_move, 0, NULL},
311 	{ai_move, 0, NULL}
312 };
313 mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
314 
berserk_pain(edict_t * self,edict_t * other,float kick,int damage)315 void berserk_pain (edict_t *self, edict_t *other, float kick, int damage)
316 {
317 	if (self->health < (self->max_health / 2))
318 		self->s.skinnum = 1;
319 
320 	if (level.time < self->pain_debounce_time)
321 		return;
322 
323 	self->pain_debounce_time = level.time + 3;
324 	gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
325 
326 	if (skill->value == 3)
327 		return;		// no pain anims in nightmare
328 
329 	if ((damage < 20) || (random() < 0.5))
330 		self->monsterinfo.currentmove = &berserk_move_pain1;
331 	else
332 		self->monsterinfo.currentmove = &berserk_move_pain2;
333 }
334 
335 
berserk_dead(edict_t * self)336 void berserk_dead (edict_t *self)
337 {
338 	VectorSet (self->mins, -16, -16, -24);
339 	VectorSet (self->maxs, 16, 16, -8);
340 	self->movetype = MOVETYPE_TOSS;
341 	self->svflags |= SVF_DEADMONSTER;
342 	self->nextthink = 0;
343 	gi.linkentity (self);
344 }
345 
346 
347 mframe_t berserk_frames_death1 [] =
348 {
349 	{ai_move, 0, NULL},
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 	{ai_move, 0, NULL},
359 	{ai_move, 0, NULL},
360 	{ai_move, 0, NULL},
361 	{ai_move, 0, NULL}
362 
363 };
364 mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
365 
366 
367 mframe_t berserk_frames_death2 [] =
368 {
369 	{ai_move, 0, NULL},
370 	{ai_move, 0, NULL},
371 	{ai_move, 0, NULL},
372 	{ai_move, 0, NULL},
373 	{ai_move, 0, NULL},
374 	{ai_move, 0, NULL},
375 	{ai_move, 0, NULL},
376 	{ai_move, 0, NULL}
377 };
378 mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
379 
380 
berserk_die(edict_t * self,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)381 void berserk_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
382 {
383 	int		n;
384 
385 	if (self->health <= self->gib_health)
386 	{
387 		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
388 		for (n= 0; n < 2; n++)
389 			ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
390 		for (n= 0; n < 4; n++)
391 			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
392 		ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
393 		self->deadflag = DEAD_DEAD;
394 		return;
395 	}
396 
397 	if (self->deadflag == DEAD_DEAD)
398 		return;
399 
400 	gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
401 	self->deadflag = DEAD_DEAD;
402 	self->takedamage = DAMAGE_YES;
403 
404 	if (damage >= 50)
405 		self->monsterinfo.currentmove = &berserk_move_death1;
406 	else
407 		self->monsterinfo.currentmove = &berserk_move_death2;
408 }
409 
410 
411 /*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
412 */
SP_monster_berserk(edict_t * self)413 void SP_monster_berserk (edict_t *self)
414 {
415 	if (deathmatch->value)
416 	{
417 		G_FreeEdict (self);
418 		return;
419 	}
420 
421 	// pre-caches
422 	sound_pain  = gi.soundindex ("berserk/berpain2.wav");
423 	sound_die   = gi.soundindex ("berserk/berdeth2.wav");
424 	sound_idle  = gi.soundindex ("berserk/beridle1.wav");
425 	sound_punch = gi.soundindex ("berserk/attack.wav");
426 	sound_search = gi.soundindex ("berserk/bersrch1.wav");
427 	sound_sight = gi.soundindex ("berserk/sight.wav");
428 
429 	self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
430 	VectorSet (self->mins, -16, -16, -24);
431 	VectorSet (self->maxs, 16, 16, 32);
432 	self->movetype = MOVETYPE_STEP;
433 	self->solid = SOLID_BBOX;
434 
435 	self->health = 240;
436 	self->gib_health = -60;
437 	self->mass = 250;
438 
439 	self->pain = berserk_pain;
440 	self->die = berserk_die;
441 
442 	self->monsterinfo.stand = berserk_stand;
443 	self->monsterinfo.walk = berserk_walk;
444 	self->monsterinfo.run = berserk_run;
445 	self->monsterinfo.dodge = NULL;
446 	self->monsterinfo.attack = NULL;
447 	self->monsterinfo.melee = berserk_melee;
448 	self->monsterinfo.sight = berserk_sight;
449 	self->monsterinfo.search = berserk_search;
450 
451 	self->monsterinfo.currentmove = &berserk_move_stand;
452 	self->monsterinfo.scale = MODEL_SCALE;
453 
454 	gi.linkentity (self);
455 
456 	walkmonster_start (self);
457 }
458