#include "../g_local.h"
#include "m_berserk.h"
static int sound_pain;
static int sound_die;
static int sound_idle;
static int sound_punch;
static int sound_sight;
static int sound_search;
void berserk_sight(edict_t *self, edict_t *other) { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); }
void berserk_search(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); }
void berserk_fidget(edict_t *self);
mframe_t berserk_frames_stand[] = {
{ai_stand, 0, berserk_fidget}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}};
mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};
void berserk_stand(edict_t *self) { self->monsterinfo.currentmove = &berserk_move_stand; }
mframe_t berserk_frames_stand_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, 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 berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};
void berserk_fidget(edict_t *self) {
if(self->monsterinfo.aiflags & AI_STAND_GROUND)
return;
if(random() > 0.15)
return;
self->monsterinfo.currentmove = &berserk_move_stand_fidget;
gi.sound(self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
}
mframe_t berserk_frames_walk[] = {{ai_walk, 9.1, NULL}, {ai_walk, 6.3, NULL}, {ai_walk, 4.9, NULL},
{ai_walk, 6.7, NULL}, {ai_walk, 6.0, NULL}, {ai_walk, 8.2, NULL},
{ai_walk, 7.2, NULL}, {ai_walk, 6.1, NULL}, {ai_walk, 4.9, NULL},
{ai_walk, 4.7, NULL}, {ai_walk, 4.7, NULL}, {ai_walk, 4.8, NULL}};
mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};
void berserk_walk(edict_t *self) { self->monsterinfo.currentmove = &berserk_move_walk; }
mframe_t berserk_frames_run1[] = {{ai_run, 21, NULL}, {ai_run, 11, NULL}, {ai_run, 21, NULL},
{ai_run, 25, NULL}, {ai_run, 18, NULL}, {ai_run, 19, NULL}};
mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};
void berserk_run(edict_t *self) {
if(self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &berserk_move_stand;
else
self->monsterinfo.currentmove = &berserk_move_run1;
}
void berserk_attack_spike(edict_t *self) {
static vec3_t aim = {MELEE_DISTANCE, 0, -24};
fire_hit(self, aim, (15 + (rand() % 6)), 400); }
void berserk_swing(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0); }
mframe_t berserk_frames_attack_spike[] = {
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, berserk_swing}, {ai_charge, 0, berserk_attack_spike},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}};
mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};
void berserk_attack_club(edict_t *self) {
vec3_t aim;
VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
fire_hit(self, aim, (5 + (rand() % 6)), 400); }
mframe_t berserk_frames_attack_club[] = {
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, berserk_swing}, {ai_charge, 0, NULL},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, berserk_attack_club},
{ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}};
mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};
void berserk_strike(edict_t *self) {
}
mframe_t berserk_frames_attack_strike[] = {
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, berserk_swing},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, berserk_strike},
{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, 9.7, NULL}, {ai_move, 13.6, NULL}};
mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};
void berserk_melee(edict_t *self) {
if((rand() % 2) == 0)
self->monsterinfo.currentmove = &berserk_move_attack_spike;
else
self->monsterinfo.currentmove = &berserk_move_attack_club;
}
mframe_t berserk_frames_pain1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};
mframe_t berserk_frames_pain2[] = {{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}, {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 berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};
void berserk_pain(edict_t *self, edict_t *other, float kick, int damage) {
if(ent_read_health(self)->value < (cv_get(ent_read_max_health(self)) / 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, sound_pain, 1, ATTN_NORM, 0);
if(skill->value == 3)
return;
if((damage < 20) || (random() < 0.5))
self->monsterinfo.currentmove = &berserk_move_pain1;
else
self->monsterinfo.currentmove = &berserk_move_pain2;
}
void berserk_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 berserk_frames_death1[] = {{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 berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};
mframe_t berserk_frames_death2[] = {{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 berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};
void berserk_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {
int n;
if(ent_read_health(self)->value <= 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;
gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
if(damage >= 50)
self->monsterinfo.currentmove = &berserk_move_death1;
else
self->monsterinfo.currentmove = &berserk_move_death2;
}
void SP_monster_berserk(edict_t *self) {
if(deathmatch->value) {
G_FreeEdict(self);
return;
}
sound_pain = gi.soundindex("berserk/berpain2.wav");
sound_die = gi.soundindex("berserk/berdeth2.wav");
sound_idle = gi.soundindex("berserk/beridle1.wav");
sound_punch = gi.soundindex("berserk/attack.wav");
sound_search = gi.soundindex("berserk/bersrch1.wav");
sound_sight = gi.soundindex("berserk/sight.wav");
self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, 32);
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
dv_set(ent_write_health(self), 240);
self->gib_health = -60;
self->mass = 250;
self->pain = berserk_pain;
self->die = berserk_die;
self->monsterinfo.stand = berserk_stand;
self->monsterinfo.walk = berserk_walk;
self->monsterinfo.run = berserk_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = NULL;
self->monsterinfo.melee = berserk_melee;
self->monsterinfo.sight = berserk_sight;
self->monsterinfo.search = berserk_search;
self->monsterinfo.currentmove = &berserk_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
gi.linkentity(self);
walkmonster_start(self);
}