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- // Copyright (c) ZeniMax Media Inc.
- // Licensed under the GNU General Public License 2.0.
- /*
- ==============================================================================
- brain
- ==============================================================================
- */
- #include "g_local.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 *other)
- {
- 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
- #if 0
- void brain_walk2_cycle (edict_t *self)
- {
- if (random() > 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};
- #endif
- 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 = random();
- 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 (random() <= 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 *other, float kick, int damage)
- {
- 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 = random();
- 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 *inflictor, edict_t *attacker, int damage, vec3_t point)
- {
- 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 (random() <= 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);
- }
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