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- /*
- 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.
- */
- // g_actor.c
- #include "g_local.h"
- #include "m_actor.h"
- #define MAX_ACTOR_NAMES 8
- char *actor_names[MAX_ACTOR_NAMES] =
- {
- "Hellrot",
- "Tokay",
- "Killme",
- "Disruptor",
- "Adrianator",
- "Rambear",
- "Titus",
- "Bitterman"
- };
- mframe_t actor_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,
- 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 actor_move_stand = {FRAME_stand101, FRAME_stand140, actor_frames_stand, NULL};
- void actor_stand (edict_t *self)
- {
- self->monsterinfo.currentmove = &actor_move_stand;
- // randomize on startup
- if (level.time < 1.0)
- self->s.frame = self->monsterinfo.currentmove->firstframe + (rand() % (self->monsterinfo.currentmove->lastframe - self->monsterinfo.currentmove->firstframe + 1));
- }
- mframe_t actor_frames_walk [] =
- {
- ai_walk, 0, NULL,
- ai_walk, 6, NULL,
- ai_walk, 10, NULL,
- ai_walk, 3, NULL,
- ai_walk, 2, NULL,
- ai_walk, 7, NULL,
- ai_walk, 10, NULL,
- ai_walk, 1, NULL,
- ai_walk, 4, NULL,
- ai_walk, 0, NULL,
- ai_walk, 0, NULL
- };
- mmove_t actor_move_walk = {FRAME_walk01, FRAME_walk08, actor_frames_walk, NULL};
- void actor_walk (edict_t *self)
- {
- self->monsterinfo.currentmove = &actor_move_walk;
- }
- mframe_t actor_frames_run [] =
- {
- ai_run, 4, NULL,
- ai_run, 15, NULL,
- ai_run, 15, NULL,
- ai_run, 8, NULL,
- ai_run, 20, NULL,
- ai_run, 15, NULL,
- ai_run, 8, NULL,
- ai_run, 17, NULL,
- ai_run, 12, NULL,
- ai_run, -2, NULL,
- ai_run, -2, NULL,
- ai_run, -1, NULL
- };
- mmove_t actor_move_run = {FRAME_run02, FRAME_run07, actor_frames_run, NULL};
- void actor_run (edict_t *self)
- {
- if ((level.time < self->pain_debounce_time) && (!self->enemy))
- {
- if (self->movetarget)
- actor_walk(self);
- else
- actor_stand(self);
- return;
- }
- if (self->monsterinfo.aiflags & AI_STAND_GROUND)
- {
- actor_stand(self);
- return;
- }
- self->monsterinfo.currentmove = &actor_move_run;
- }
- mframe_t actor_frames_pain1 [] =
- {
- ai_move, -5, NULL,
- ai_move, 4, NULL,
- ai_move, 1, NULL
- };
- mmove_t actor_move_pain1 = {FRAME_pain101, FRAME_pain103, actor_frames_pain1, actor_run};
- mframe_t actor_frames_pain2 [] =
- {
- ai_move, -4, NULL,
- ai_move, 4, NULL,
- ai_move, 0, NULL
- };
- mmove_t actor_move_pain2 = {FRAME_pain201, FRAME_pain203, actor_frames_pain2, actor_run};
- mframe_t actor_frames_pain3 [] =
- {
- ai_move, -1, NULL,
- ai_move, 1, NULL,
- ai_move, 0, NULL
- };
- mmove_t actor_move_pain3 = {FRAME_pain301, FRAME_pain303, actor_frames_pain3, actor_run};
- mframe_t actor_frames_flipoff [] =
- {
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL
- };
- mmove_t actor_move_flipoff = {FRAME_flip01, FRAME_flip14, actor_frames_flipoff, actor_run};
- mframe_t actor_frames_taunt [] =
- {
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL,
- ai_turn, 0, NULL
- };
- mmove_t actor_move_taunt = {FRAME_taunt01, FRAME_taunt17, actor_frames_taunt, actor_run};
- char *messages[] =
- {
- "Watch it",
- "#$@*&",
- "Idiot",
- "Check your targets"
- };
- void actor_pain (edict_t *self, edict_t *other, float kick, int damage)
- {
- int n;
- 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;
- // gi.sound (self, CHAN_VOICE, actor.sound_pain, 1, ATTN_NORM, 0);
- if ((other->client) && (random() < 0.4))
- {
- vec3_t v;
- char *name;
- VectorSubtract (other->s.origin, self->s.origin, v);
- self->ideal_yaw = vectoyaw (v);
- if (random() < 0.5)
- self->monsterinfo.currentmove = &actor_move_flipoff;
- else
- self->monsterinfo.currentmove = &actor_move_taunt;
- name = actor_names[(self - g_edicts)%MAX_ACTOR_NAMES];
- gi.cprintf (other, PRINT_CHAT, "%s: %s!\n", name, messages[rand()%3]);
- return;
- }
- n = rand() % 3;
- if (n == 0)
- self->monsterinfo.currentmove = &actor_move_pain1;
- else if (n == 1)
- self->monsterinfo.currentmove = &actor_move_pain2;
- else
- self->monsterinfo.currentmove = &actor_move_pain3;
- }
- void actorMachineGun (edict_t *self)
- {
- vec3_t start, target;
- vec3_t forward, right;
- AngleVectors (self->s.angles, forward, right, NULL);
- G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_ACTOR_MACHINEGUN_1], forward, right, start);
- if (self->enemy)
- {
- if (self->enemy->health > 0)
- {
- VectorMA (self->enemy->s.origin, -0.2, self->enemy->velocity, target);
- target[2] += self->enemy->viewheight;
- }
- else
- {
- VectorCopy (self->enemy->absmin, target);
- target[2] += (self->enemy->size[2] / 2);
- }
- VectorSubtract (target, start, forward);
- VectorNormalize (forward);
- }
- else
- {
- AngleVectors (self->s.angles, forward, NULL, NULL);
- }
- monster_fire_bullet (self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, MZ2_ACTOR_MACHINEGUN_1);
- }
- void actor_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 actor_frames_death1 [] =
- {
- ai_move, 0, NULL,
- ai_move, 0, NULL,
- ai_move, -13, NULL,
- ai_move, 14, NULL,
- ai_move, 3, NULL,
- ai_move, -2, NULL,
- ai_move, 1, NULL
- };
- mmove_t actor_move_death1 = {FRAME_death101, FRAME_death107, actor_frames_death1, actor_dead};
- mframe_t actor_frames_death2 [] =
- {
- ai_move, 0, NULL,
- ai_move, 7, NULL,
- ai_move, -6, NULL,
- ai_move, -5, NULL,
- ai_move, 1, NULL,
- ai_move, 0, NULL,
- ai_move, -1, NULL,
- ai_move, -2, NULL,
- ai_move, -1, NULL,
- ai_move, -9, NULL,
- ai_move, -13, NULL,
- ai_move, -13, NULL,
- ai_move, 0, NULL
- };
- mmove_t actor_move_death2 = {FRAME_death201, FRAME_death213, actor_frames_death2, actor_dead};
- void actor_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- int n;
- // check for gib
- if (self->health <= -80)
- {
- // gi.sound (self, CHAN_VOICE, actor.sound_gib, 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, actor.sound_die, 1, ATTN_NORM, 0);
- self->deadflag = DEAD_DEAD;
- self->takedamage = DAMAGE_YES;
- n = rand() % 2;
- if (n == 0)
- self->monsterinfo.currentmove = &actor_move_death1;
- else
- self->monsterinfo.currentmove = &actor_move_death2;
- }
- void actor_fire (edict_t *self)
- {
- actorMachineGun (self);
- if (level.time >= self->monsterinfo.pausetime)
- self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
- else
- self->monsterinfo.aiflags |= AI_HOLD_FRAME;
- }
- mframe_t actor_frames_attack [] =
- {
- ai_charge, -2, actor_fire,
- ai_charge, -2, NULL,
- ai_charge, 3, NULL,
- ai_charge, 2, NULL
- };
- mmove_t actor_move_attack = {FRAME_attak01, FRAME_attak04, actor_frames_attack, actor_run};
- void actor_attack(edict_t *self)
- {
- int n;
- self->monsterinfo.currentmove = &actor_move_attack;
- n = (rand() & 15) + 3 + 7;
- self->monsterinfo.pausetime = level.time + n * FRAMETIME;
- }
- void actor_use (edict_t *self, edict_t *other, edict_t *activator)
- {
- vec3_t v;
- self->goalentity = self->movetarget = G_PickTarget(self->target);
- if ((!self->movetarget) || (strcmp(self->movetarget->classname, "target_actor") != 0))
- {
- gi.dprintf ("%s has bad target %s at %s\n", self->classname, self->target, vtos(self->s.origin));
- self->target = NULL;
- self->monsterinfo.pausetime = 100000000;
- self->monsterinfo.stand (self);
- return;
- }
- VectorSubtract (self->goalentity->s.origin, self->s.origin, v);
- self->ideal_yaw = self->s.angles[YAW] = vectoyaw(v);
- self->monsterinfo.walk (self);
- self->target = NULL;
- }
- /*QUAKED misc_actor (1 .5 0) (-16 -16 -24) (16 16 32)
- */
- void SP_misc_actor (edict_t *self)
- {
- if (deathmatch->value)
- {
- G_FreeEdict (self);
- return;
- }
- if (!self->targetname)
- {
- gi.dprintf("untargeted %s at %s\n", self->classname, vtos(self->s.origin));
- G_FreeEdict (self);
- return;
- }
- if (!self->target)
- {
- gi.dprintf("%s with no target at %s\n", self->classname, vtos(self->s.origin));
- G_FreeEdict (self);
- return;
- }
- self->movetype = MOVETYPE_STEP;
- self->solid = SOLID_BBOX;
- self->s.modelindex = gi.modelindex("players/male/tris.md2");
- VectorSet (self->mins, -16, -16, -24);
- VectorSet (self->maxs, 16, 16, 32);
- if (!self->health)
- self->health = 100;
- self->mass = 200;
- self->pain = actor_pain;
- self->die = actor_die;
- self->monsterinfo.stand = actor_stand;
- self->monsterinfo.walk = actor_walk;
- self->monsterinfo.run = actor_run;
- self->monsterinfo.attack = actor_attack;
- self->monsterinfo.melee = NULL;
- self->monsterinfo.sight = NULL;
- self->monsterinfo.aiflags |= AI_GOOD_GUY;
- gi.linkentity (self);
- self->monsterinfo.currentmove = &actor_move_stand;
- self->monsterinfo.scale = MODEL_SCALE;
- walkmonster_start (self);
- // actors always start in a dormant state, they *must* be used to get going
- self->use = actor_use;
- }
- /*QUAKED target_actor (.5 .3 0) (-8 -8 -8) (8 8 8) JUMP SHOOT ATTACK x HOLD BRUTAL
- JUMP jump in set direction upon reaching this target
- SHOOT take a single shot at the pathtarget
- ATTACK attack pathtarget until it or actor is dead
- "target" next target_actor
- "pathtarget" target of any action to be taken at this point
- "wait" amount of time actor should pause at this point
- "message" actor will "say" this to the player
- for JUMP only:
- "speed" speed thrown forward (default 200)
- "height" speed thrown upwards (default 200)
- */
- void target_actor_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
- {
- vec3_t v;
- if (other->movetarget != self)
- return;
-
- if (other->enemy)
- return;
- other->goalentity = other->movetarget = NULL;
- if (self->message)
- {
- int n;
- edict_t *ent;
- for (n = 1; n <= game.maxclients; n++)
- {
- ent = &g_edicts[n];
- if (!ent->inuse)
- continue;
- gi.cprintf (ent, PRINT_CHAT, "%s: %s\n", actor_names[(other - g_edicts)%MAX_ACTOR_NAMES], self->message);
- }
- }
- if (self->spawnflags & 1) //jump
- {
- other->velocity[0] = self->movedir[0] * self->speed;
- other->velocity[1] = self->movedir[1] * self->speed;
-
- if (other->groundentity)
- {
- other->groundentity = NULL;
- other->velocity[2] = self->movedir[2];
- gi.sound(other, CHAN_VOICE, gi.soundindex("player/male/jump1.wav"), 1, ATTN_NORM, 0);
- }
- }
- if (self->spawnflags & 2) //shoot
- {
- }
- else if (self->spawnflags & 4) //attack
- {
- other->enemy = G_PickTarget(self->pathtarget);
- if (other->enemy)
- {
- other->goalentity = other->enemy;
- if (self->spawnflags & 32)
- other->monsterinfo.aiflags |= AI_BRUTAL;
- if (self->spawnflags & 16)
- {
- other->monsterinfo.aiflags |= AI_STAND_GROUND;
- actor_stand (other);
- }
- else
- {
- actor_run (other);
- }
- }
- }
- if (!(self->spawnflags & 6) && (self->pathtarget))
- {
- char *savetarget;
- savetarget = self->target;
- self->target = self->pathtarget;
- G_UseTargets (self, other);
- self->target = savetarget;
- }
- other->movetarget = G_PickTarget(self->target);
- if (!other->goalentity)
- other->goalentity = other->movetarget;
- if (!other->movetarget && !other->enemy)
- {
- other->monsterinfo.pausetime = level.time + 100000000;
- other->monsterinfo.stand (other);
- }
- else if (other->movetarget == other->goalentity)
- {
- VectorSubtract (other->movetarget->s.origin, other->s.origin, v);
- other->ideal_yaw = vectoyaw (v);
- }
- }
- void SP_target_actor (edict_t *self)
- {
- if (!self->targetname)
- gi.dprintf ("%s with no targetname at %s\n", self->classname, vtos(self->s.origin));
- self->solid = SOLID_TRIGGER;
- self->touch = target_actor_touch;
- VectorSet (self->mins, -8, -8, -8);
- VectorSet (self->maxs, 8, 8, 8);
- self->svflags = SVF_NOCLIENT;
- if (self->spawnflags & 1)
- {
- if (!self->speed)
- self->speed = 200;
- if (!st.height)
- st.height = 200;
- if (self->s.angles[YAW] == 0)
- self->s.angles[YAW] = 360;
- G_SetMovedir (self->s.angles, self->movedir);
- self->movedir[2] = st.height;
- }
- gi.linkentity (self);
- }
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