ref: 0a3f54086a5d97c57bd6ffb1ca4a6296ed19b441
dir: /game/m_gunner.c/
/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* ============================================================================== GUNNER ============================================================================== */ #include "g_local.h" #include "m_gunner.h" static int sound_pain; static int sound_pain2; static int sound_death; static int sound_idle; static int sound_open; static int sound_search; static int sound_sight; void gunner_idlesound (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void gunner_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void gunner_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } qboolean visible (edict_t *self, edict_t *other); void GunnerGrenade (edict_t *self); void GunnerFire (edict_t *self); void gunner_fire_chain(edict_t *self); void gunner_refire_chain(edict_t *self); void gunner_stand (edict_t *self); mframe_t gunner_frames_fidget [] = { ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, gunner_idlesound, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL }; mmove_t gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand}; void gunner_fidget (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) return; if (random() <= 0.05) self->monsterinfo.currentmove = &gunner_move_fidget; } mframe_t gunner_frames_stand [] = { ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, gunner_fidget, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, gunner_fidget, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, NULL, ai_stand, 0, gunner_fidget }; mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL}; void gunner_stand (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_stand; } mframe_t gunner_frames_walk [] = { ai_walk, 0, NULL, ai_walk, 3, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 7, NULL, ai_walk, 2, NULL, ai_walk, 6, NULL, ai_walk, 4, NULL, ai_walk, 2, NULL, ai_walk, 7, NULL, ai_walk, 5, NULL, ai_walk, 7, NULL, ai_walk, 4, NULL }; mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL}; void gunner_walk (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_walk; } mframe_t gunner_frames_run [] = { ai_run, 26, NULL, ai_run, 9, NULL, ai_run, 9, NULL, ai_run, 9, NULL, ai_run, 15, NULL, ai_run, 10, NULL, ai_run, 13, NULL, ai_run, 6, NULL }; mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL}; void gunner_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &gunner_move_stand; else self->monsterinfo.currentmove = &gunner_move_run; } mframe_t gunner_frames_runandshoot [] = { ai_run, 32, NULL, ai_run, 15, NULL, ai_run, 10, NULL, ai_run, 18, NULL, ai_run, 8, NULL, ai_run, 20, NULL }; mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL}; void gunner_runandshoot (edict_t *self) { self->monsterinfo.currentmove = &gunner_move_runandshoot; } mframe_t gunner_frames_pain3 [] = { ai_move, -3, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 1, NULL }; mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run}; mframe_t gunner_frames_pain2 [] = { ai_move, -2, NULL, ai_move, 11, NULL, ai_move, 6, NULL, ai_move, 2, NULL, ai_move, -1, NULL, ai_move, -7, NULL, ai_move, -2, NULL, ai_move, -7, NULL }; mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run}; mframe_t gunner_frames_pain1 [] = { ai_move, 2, NULL, ai_move, 0, NULL, ai_move, -5, NULL, ai_move, 3, NULL, ai_move, -1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, -2, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run}; void gunner_pain (edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3; if (rand()&1) gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); if (skill->value == 3) return; // no pain anims in nightmare if (damage <= 10) self->monsterinfo.currentmove = &gunner_move_pain3; else if (damage <= 25) self->monsterinfo.currentmove = &gunner_move_pain2; else self->monsterinfo.currentmove = &gunner_move_pain1; } void gunner_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->svflags |= SVF_DEADMONSTER; self->nextthink = 0; gi.linkentity (self); } mframe_t gunner_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -7, NULL, ai_move, -3, NULL, ai_move, -5, NULL, ai_move, 8, NULL, ai_move, 6, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead}; void gunner_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; // check for gib if (self->health <= self->gib_health) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 2; n++) ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &gunner_move_death; } void gunner_duck_down (edict_t *self) { if (self->monsterinfo.aiflags & AI_DUCKED) return; self->monsterinfo.aiflags |= AI_DUCKED; if (skill->value >= 2) { if (random() > 0.5) GunnerGrenade (self); } self->maxs[2] -= 32; self->takedamage = DAMAGE_YES; self->monsterinfo.pausetime = level.time + 1; gi.linkentity (self); } void gunner_duck_hold (edict_t *self) { if (level.time >= self->monsterinfo.pausetime) self->monsterinfo.aiflags &= ~AI_HOLD_FRAME; else self->monsterinfo.aiflags |= AI_HOLD_FRAME; } void gunner_duck_up (edict_t *self) { self->monsterinfo.aiflags &= ~AI_DUCKED; self->maxs[2] += 32; self->takedamage = DAMAGE_AIM; gi.linkentity (self); } mframe_t gunner_frames_duck [] = { ai_move, 1, gunner_duck_down, ai_move, 1, NULL, ai_move, 1, gunner_duck_hold, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, 0, gunner_duck_up, ai_move, -1, NULL }; mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run}; void gunner_dodge (edict_t *self, edict_t *attacker, float eta) { if (random() > 0.25) return; if (!self->enemy) self->enemy = attacker; self->monsterinfo.currentmove = &gunner_move_duck; } void gunner_opengun (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_open, 1, ATTN_IDLE, 0); } void GunnerFire (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t target; vec3_t aim; int flash_number; flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216); AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); // project enemy back a bit and target there VectorCopy (self->enemy->s.origin, target); VectorMA (target, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; VectorSubtract (target, start, aim); VectorNormalize (aim); monster_fire_bullet (self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number); } void GunnerGrenade (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t aim; int flash_number; if (self->s.frame == FRAME_attak105) flash_number = MZ2_GUNNER_GRENADE_1; else if (self->s.frame == FRAME_attak108) flash_number = MZ2_GUNNER_GRENADE_2; else if (self->s.frame == FRAME_attak111) flash_number = MZ2_GUNNER_GRENADE_3; else // (self->s.frame == FRAME_attak114) flash_number = MZ2_GUNNER_GRENADE_4; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start); //FIXME : do a spread -225 -75 75 225 degrees around forward VectorCopy (forward, aim); monster_fire_grenade (self, start, aim, 50, 600, flash_number); } mframe_t gunner_frames_attack_chain [] = { /* ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, */ ai_charge, 0, gunner_opengun, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain}; mframe_t gunner_frames_fire_chain [] = { ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire, ai_charge, 0, GunnerFire }; mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain}; mframe_t gunner_frames_endfire_chain [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run}; mframe_t gunner_frames_attack_grenade [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GunnerGrenade, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run}; void gunner_attack(edict_t *self) { if (range (self, self->enemy) == RANGE_MELEE) { self->monsterinfo.currentmove = &gunner_move_attack_chain; } else { if (random() <= 0.5) self->monsterinfo.currentmove = &gunner_move_attack_grenade; else self->monsterinfo.currentmove = &gunner_move_attack_chain; } } void gunner_fire_chain(edict_t *self) { self->monsterinfo.currentmove = &gunner_move_fire_chain; } void gunner_refire_chain(edict_t *self) { if (self->enemy->health > 0) if ( visible (self, self->enemy) ) if (random() <= 0.5) { self->monsterinfo.currentmove = &gunner_move_fire_chain; return; } self->monsterinfo.currentmove = &gunner_move_endfire_chain; } /*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_gunner (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_death = gi.soundindex ("gunner/death1.wav"); sound_pain = gi.soundindex ("gunner/gunpain2.wav"); sound_pain2 = gi.soundindex ("gunner/gunpain1.wav"); sound_idle = gi.soundindex ("gunner/gunidle1.wav"); sound_open = gi.soundindex ("gunner/gunatck1.wav"); sound_search = gi.soundindex ("gunner/gunsrch1.wav"); sound_sight = gi.soundindex ("gunner/sight1.wav"); gi.soundindex ("gunner/gunatck2.wav"); gi.soundindex ("gunner/gunatck3.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/gunner/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 32); self->health = 175; self->gib_health = -70; self->mass = 200; self->pain = gunner_pain; self->die = gunner_die; self->monsterinfo.stand = gunner_stand; self->monsterinfo.walk = gunner_walk; self->monsterinfo.run = gunner_run; self->monsterinfo.dodge = gunner_dodge; self->monsterinfo.attack = gunner_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = gunner_sight; self->monsterinfo.search = gunner_search; gi.linkentity (self); self->monsterinfo.currentmove = &gunner_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }