ref: 4c66d61f63d2ca97101d7aad96c6fb412fbc6c4b
dir: /rogue/m_brain.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" #include "m_brain.h" static int sound_chest_open; static int sound_tentacles_extend; static int sound_tentacles_retract; static int sound_death; static int sound_idle1; static int sound_idle2; static int sound_idle3; static int sound_pain1; static int sound_pain2; static int sound_sight; static int sound_search; static int sound_melee1; static int sound_melee2; static int sound_melee3; void brain_sight (edict_t *self, edict_t *) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void brain_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } void brain_run (edict_t *self); void brain_dead (edict_t *self); // // STAND // mframe_t brain_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, 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 brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL}; void brain_stand (edict_t *self) { self->monsterinfo.currentmove = &brain_move_stand; } // // IDLE // mframe_t brain_frames_idle [] = { 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 brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand}; void brain_idle (edict_t *self) { gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0); self->monsterinfo.currentmove = &brain_move_idle; } // // WALK // mframe_t brain_frames_walk1 [] = { ai_walk, 7, NULL, ai_walk, 2, NULL, ai_walk, 3, NULL, ai_walk, 3, NULL, ai_walk, 1, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 9, NULL, ai_walk, -4, NULL, ai_walk, -1, NULL, ai_walk, 2, NULL }; mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL}; // walk2 is FUBAR, do not use /* void brain_walk2_cycle (edict_t *self) { if (qrandom() > 0.1) self->monsterinfo.nextframe = FRAME_walk220; } mframe_t brain_frames_walk2 [] = { ai_walk, 3, NULL, ai_walk, -2, NULL, ai_walk, -4, NULL, ai_walk, -3, NULL, ai_walk, 0, NULL, ai_walk, 1, NULL, ai_walk, 12, NULL, ai_walk, 0, NULL, ai_walk, -3, NULL, ai_walk, 0, NULL, ai_walk, -2, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 1, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 10, NULL, // Cycle Start ai_walk, -1, NULL, ai_walk, 7, NULL, ai_walk, 0, NULL, ai_walk, 3, NULL, ai_walk, -3, NULL, ai_walk, 2, NULL, ai_walk, 4, NULL, ai_walk, -3, NULL, ai_walk, 2, NULL, ai_walk, 0, NULL, ai_walk, 4, brain_walk2_cycle, ai_walk, -1, NULL, ai_walk, -1, NULL, ai_walk, -8, NULL, ai_walk, 0, NULL, ai_walk, 1, NULL, ai_walk, 5, NULL, ai_walk, 2, NULL, ai_walk, -1, NULL, ai_walk, -5, NULL }; mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL}; */ void brain_walk (edict_t *self) { // if (random() <= 0.5) self->monsterinfo.currentmove = &brain_move_walk1; // else // self->monsterinfo.currentmove = &brain_move_walk2; } mframe_t brain_frames_defense [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL}; mframe_t brain_frames_pain3 [] = { ai_move, -2, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 3, NULL, ai_move, 0, NULL, ai_move, -4, NULL }; mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run}; mframe_t brain_frames_pain2 [] = { ai_move, -2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 3, NULL, ai_move, 1, NULL, ai_move, -2, NULL }; mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run}; mframe_t brain_frames_pain1 [] = { ai_move, -6, NULL, ai_move, -2, NULL, ai_move, -6, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 7, NULL, ai_move, 0, NULL, ai_move, 3, NULL, ai_move, -1, NULL }; mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run}; mframe_t brain_frames_duck [] = { ai_move, 0, NULL, ai_move, -2, monster_duck_down, ai_move, 17, monster_duck_hold, ai_move, -3, NULL, ai_move, -1, monster_duck_up, ai_move, -5, NULL, ai_move, -6, NULL, ai_move, -6, NULL }; mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run}; /* void brain_dodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr) { //======== //PMM - new dodge code float r; float height; if (!self->enemy) { self->enemy = attacker; FoundTarget (self); } // PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was // seeing numbers like 13 and 14) if ((eta < 0.1) || (eta > 5)) return; r = qrandom(); if (r > (0.25*((skill->value)+1))) return; if (self->monsterinfo.aiflags & AI_DODGING) { height = self->absmax[2]; } else { height = self->absmax[2]-32-1; // the -1 is because the absmax is s.origin + maxs + 1 } // check to see if it makes sense to duck if (tr->endpos[2] <= height) { // if it doesn't sense to duck, try to strafe and shoot // FIXME - this guy is so slow, it's not worth it //vec3_t forward,right,up,diff; monster_done_dodge (self); return; } if (skill->value == 0) { self->monsterinfo.currentmove = &brain_move_duck; // PMM - stupid dodge self->monsterinfo.duck_wait_time = level.time + eta + 1; self->monsterinfo.aiflags |= AI_DODGING; return; } self->monsterinfo.currentmove = &brain_move_duck; self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value)); self->monsterinfo.aiflags |= AI_DODGING; return; //============ //PMM } */ mframe_t brain_frames_death2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 9, NULL, ai_move, 0, NULL }; mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead}; mframe_t brain_frames_death1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -2, NULL, ai_move, 9, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead}; // // MELEE // void brain_swing_right (edict_t *self) { gi.sound (self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0); } void brain_hit_right (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8); if (fire_hit (self, aim, (15 + (rand() %5)), 40)) gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0); } void brain_swing_left (edict_t *self) { gi.sound (self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0); } void brain_hit_left (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8); if (fire_hit (self, aim, (15 + (rand() %5)), 40)) gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0); } mframe_t brain_frames_attack1 [] = { ai_charge, 8, NULL, ai_charge, 3, NULL, ai_charge, 5, NULL, ai_charge, 0, NULL, ai_charge, -3, brain_swing_right, ai_charge, 0, NULL, ai_charge, -5, NULL, ai_charge, -7, brain_hit_right, ai_charge, 0, NULL, ai_charge, 6, brain_swing_left, ai_charge, 1, NULL, ai_charge, 2, brain_hit_left, ai_charge, -3, NULL, ai_charge, 6, NULL, ai_charge, -1, NULL, ai_charge, -3, NULL, ai_charge, 2, NULL, ai_charge, -11,NULL }; mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run}; void brain_chest_open (edict_t *self) { self->spawnflags &= ~65536; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; gi.sound (self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0); } void brain_tentacle_attack (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, 0, 8); if (fire_hit (self, aim, (10 + (rand() %5)), -600) && skill->value > 0) self->spawnflags |= 65536; gi.sound (self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0); } void brain_chest_closed (edict_t *self) { self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; if (self->spawnflags & 65536) { self->spawnflags &= ~65536; self->monsterinfo.currentmove = &brain_move_attack1; } } mframe_t brain_frames_attack2 [] = { ai_charge, 5, NULL, ai_charge, -4, NULL, ai_charge, -4, NULL, ai_charge, -3, NULL, ai_charge, 0, brain_chest_open, ai_charge, 0, NULL, ai_charge, 13, brain_tentacle_attack, ai_charge, 0, NULL, ai_charge, 2, NULL, ai_charge, 0, NULL, ai_charge, -9, brain_chest_closed, ai_charge, 0, NULL, ai_charge, 4, NULL, ai_charge, 3, NULL, ai_charge, 2, NULL, ai_charge, -3, NULL, ai_charge, -6, NULL }; mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run}; void brain_melee(edict_t *self) { if (qrandom() <= 0.5) self->monsterinfo.currentmove = &brain_move_attack1; else self->monsterinfo.currentmove = &brain_move_attack2; } // // RUN // mframe_t brain_frames_run [] = { ai_run, 9, NULL, ai_run, 2, NULL, ai_run, 3, NULL, ai_run, 3, NULL, ai_run, 1, NULL, ai_run, 0, NULL, ai_run, 0, NULL, ai_run, 10, NULL, ai_run, -4, NULL, ai_run, -1, NULL, ai_run, 2, NULL }; mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL}; void brain_run (edict_t *self) { self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &brain_move_stand; else self->monsterinfo.currentmove = &brain_move_run; } void brain_pain (edict_t *self, edict_t *, float, int) { float r; 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 (skill->value == 3) return; // no pain anims in nightmare r = qrandom(); if (r < 0.33) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &brain_move_pain1; } else if (r < 0.66) { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &brain_move_pain2; } else { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &brain_move_pain3; } // PMM - clear duck flag if (self->monsterinfo.aiflags & AI_DUCKED) monster_duck_up(self); } void brain_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); } void brain_die (edict_t *self, edict_t *, edict_t *, int damage, vec3_t) { int n; self->s.effects = 0; self->monsterinfo.power_armor_type = POWER_ARMOR_NONE; // 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; if (qrandom() <= 0.5) self->monsterinfo.currentmove = &brain_move_death1; else self->monsterinfo.currentmove = &brain_move_death2; } void brain_duck (edict_t *self, float eta) { // has to be done immediately otherwise he can get stuck monster_duck_down(self); if (skill->value == 0) // PMM - stupid dodge self->monsterinfo.duck_wait_time = level.time + eta + 1; else self->monsterinfo.duck_wait_time = level.time + eta + (0.1 * (3 - skill->value)); self->monsterinfo.currentmove = &brain_move_duck; self->monsterinfo.nextframe = FRAME_duck01; return; } /*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_brain (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_chest_open = gi.soundindex ("brain/brnatck1.wav"); sound_tentacles_extend = gi.soundindex ("brain/brnatck2.wav"); sound_tentacles_retract = gi.soundindex ("brain/brnatck3.wav"); sound_death = gi.soundindex ("brain/brndeth1.wav"); sound_idle1 = gi.soundindex ("brain/brnidle1.wav"); sound_idle2 = gi.soundindex ("brain/brnidle2.wav"); sound_idle3 = gi.soundindex ("brain/brnlens1.wav"); sound_pain1 = gi.soundindex ("brain/brnpain1.wav"); sound_pain2 = gi.soundindex ("brain/brnpain2.wav"); sound_sight = gi.soundindex ("brain/brnsght1.wav"); sound_search = gi.soundindex ("brain/brnsrch1.wav"); sound_melee1 = gi.soundindex ("brain/melee1.wav"); sound_melee2 = gi.soundindex ("brain/melee2.wav"); sound_melee3 = gi.soundindex ("brain/melee3.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/brain/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 32); self->health = 300; self->gib_health = -150; self->mass = 400; self->pain = brain_pain; self->die = brain_die; self->monsterinfo.stand = brain_stand; self->monsterinfo.walk = brain_walk; self->monsterinfo.run = brain_run; // PMM self->monsterinfo.dodge = M_MonsterDodge; self->monsterinfo.duck = brain_duck; self->monsterinfo.unduck = monster_duck_up; // self->monsterinfo.dodge = brain_dodge; // pmm // self->monsterinfo.attack = brain_attack; self->monsterinfo.melee = brain_melee; self->monsterinfo.sight = brain_sight; self->monsterinfo.search = brain_search; self->monsterinfo.idle = brain_idle; self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; self->monsterinfo.power_armor_power = 100; gi.linkentity (self); self->monsterinfo.currentmove = &brain_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }