#include "../g_local.h"
#include "m_infantry.h"
void InfantryMachineGun(edict_t *self);
static int sound_pain1;
static int sound_pain2;
static int sound_die1;
static int sound_die2;
static int sound_gunshot;
static int sound_weapon_cock;
static int sound_punch_swing;
static int sound_punch_hit;
static int sound_sight;
static int sound_search;
static int sound_idle;
mframe_t infantry_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}};
mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};
void infantry_stand(edict_t *self) { self->monsterinfo.currentmove = &infantry_move_stand; }
mframe_t infantry_frames_fidget[] = {
{ai_stand, 1, NULL}, {ai_stand, 0, NULL}, {ai_stand, 1, NULL}, {ai_stand, 3, NULL}, {ai_stand, 6, NULL},
{ai_stand, 3, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 1, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 1, NULL}, {ai_stand, 0, NULL}, {ai_stand, -1, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, 1, NULL}, {ai_stand, 0, NULL}, {ai_stand, -2, NULL}, {ai_stand, 1, NULL}, {ai_stand, 1, NULL},
{ai_stand, 1, NULL}, {ai_stand, -1, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, -1, NULL},
{ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
{ai_stand, -1, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 1, NULL}, {ai_stand, 0, NULL},
{ai_stand, 0, NULL}, {ai_stand, -1, NULL}, {ai_stand, -1, NULL}, {ai_stand, 0, NULL}, {ai_stand, -3, NULL},
{ai_stand, -2, NULL}, {ai_stand, -3, NULL}, {ai_stand, -3, NULL}, {ai_stand, -2, NULL}};
mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};
void infantry_fidget(edict_t *self) {
self->monsterinfo.currentmove = &infantry_move_fidget;
gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
mframe_t infantry_frames_walk[] = {{ai_walk, 5, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 5, NULL},
{ai_walk, 4, NULL}, {ai_walk, 5, NULL}, {ai_walk, 6, NULL}, {ai_walk, 4, NULL},
{ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 5, NULL}};
mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};
void infantry_walk(edict_t *self) { self->monsterinfo.currentmove = &infantry_move_walk; }
mframe_t infantry_frames_run[] = {{ai_run, 10, NULL}, {ai_run, 20, NULL}, {ai_run, 5, NULL}, {ai_run, 7, NULL},
{ai_run, 30, NULL}, {ai_run, 35, NULL}, {ai_run, 2, NULL}, {ai_run, 6, NULL}};
mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};
void infantry_run(edict_t *self) {
if(self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &infantry_move_stand;
else
self->monsterinfo.currentmove = &infantry_move_run;
}
mframe_t infantry_frames_pain1[] = {{ai_move, -3, NULL}, {ai_move, -2, NULL}, {ai_move, -1, NULL}, {ai_move, -2, NULL},
{ai_move, -1, NULL}, {ai_move, 1, NULL}, {ai_move, -1, NULL}, {ai_move, 1, NULL},
{ai_move, 6, NULL}, {ai_move, 2, NULL}};
mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};
mframe_t infantry_frames_pain2[] = {{ai_move, -3, NULL}, {ai_move, -3, NULL}, {ai_move, 0, NULL}, {ai_move, -1, NULL},
{ai_move, -2, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 2, NULL},
{ai_move, 5, NULL}, {ai_move, 2, NULL}};
mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};
void infantry_pain(edict_t *self, edict_t *other, float kick, int damage) {
int n;
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;
if(skill->value == 3)
return;
n = rand() % 2;
if(n == 0) {
self->monsterinfo.currentmove = &infantry_move_pain1;
gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
} else {
self->monsterinfo.currentmove = &infantry_move_pain2;
gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
}
}
vec3_t aimangles[] = {{0.0, 5.0, 0.0}, {10.0, 15.0, 0.0}, {20.0, 25.0, 0.0}, {25.0, 35.0, 0.0},
{30.0, 40.0, 0.0}, {30.0, 45.0, 0.0}, {25.0, 50.0, 0.0}, {20.0, 40.0, 0.0},
{15.0, 35.0, 0.0}, {40.0, 35.0, 0.0}, {70.0, 35.0, 0.0}, {90.0, 35.0, 0.0}};
void InfantryMachineGun(edict_t *self) {
vec3_t start, target;
vec3_t forward, right;
vec3_t vec;
int flash_number;
if(self->s.frame == FRAME_attak111) {
flash_number = MZ2_INFANTRY_MACHINEGUN_1;
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);
if(self->enemy) {
VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
VectorSubtract(target, start, forward);
VectorNormalize(forward);
} else {
AngleVectors(self->s.angles, forward, right, NULL);
}
} else {
flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);
AngleVectors(self->s.angles, forward, right, NULL);
G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);
VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec);
AngleVectors(vec, forward, NULL, NULL);
}
monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}
void infantry_sight(edict_t *self, edict_t *other) { gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0); }
void infantry_dead(edict_t *self) {
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
gi.linkentity(self);
M_FlyCheck(self);
}
mframe_t infantry_frames_death1[] = {{ai_move, -4, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, -1, NULL},
{ai_move, -4, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, -1, NULL}, {ai_move, 3, NULL}, {ai_move, 1, NULL}, {ai_move, 1, NULL},
{ai_move, -2, NULL}, {ai_move, 2, NULL}, {ai_move, 2, NULL}, {ai_move, 9, NULL},
{ai_move, 9, NULL}, {ai_move, 5, NULL}, {ai_move, -3, NULL}, {ai_move, -3, NULL}};
mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};
mframe_t infantry_frames_death2[] = {{ai_move, 0, NULL},
{ai_move, 1, NULL},
{ai_move, 5, NULL},
{ai_move, -1, NULL},
{ai_move, 0, NULL},
{ai_move, 1, NULL},
{ai_move, 1, NULL},
{ai_move, 4, NULL},
{ai_move, 3, NULL},
{ai_move, 0, NULL},
{ai_move, -2, InfantryMachineGun},
{ai_move, -2, InfantryMachineGun},
{ai_move, -3, InfantryMachineGun},
{ai_move, -1, InfantryMachineGun},
{ai_move, -2, InfantryMachineGun},
{ai_move, 0, InfantryMachineGun},
{ai_move, 2, InfantryMachineGun},
{ai_move, 2, InfantryMachineGun},
{ai_move, 3, InfantryMachineGun},
{ai_move, -10, InfantryMachineGun},
{ai_move, -7, InfantryMachineGun},
{ai_move, -8, InfantryMachineGun},
{ai_move, -6, NULL},
{ai_move, 4, NULL},
{ai_move, 0, NULL}};
mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};
mframe_t infantry_frames_death3[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
{ai_move, -6, NULL}, {ai_move, -11, NULL}, {ai_move, -3, NULL},
{ai_move, -11, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};
void infantry_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;
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
n = rand() % 3;
if(n == 0) {
self->monsterinfo.currentmove = &infantry_move_death1;
gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
} else if(n == 1) {
self->monsterinfo.currentmove = &infantry_move_death2;
gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
} else {
self->monsterinfo.currentmove = &infantry_move_death3;
gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
}
}
void infantry_duck_down(edict_t *self) {
if(self->monsterinfo.aiflags & AI_DUCKED)
return;
self->monsterinfo.aiflags |= AI_DUCKED;
self->maxs[2] -= 32;
self->takedamage = DAMAGE_YES;
self->monsterinfo.pausetime = level.time + 1;
gi.linkentity(self);
}
void infantry_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 infantry_duck_up(edict_t *self) {
self->monsterinfo.aiflags &= ~AI_DUCKED;
self->maxs[2] += 32;
self->takedamage = DAMAGE_AIM;
gi.linkentity(self);
}
mframe_t infantry_frames_duck[] = {{ai_move, -2, infantry_duck_down},
{ai_move, -5, infantry_duck_hold},
{ai_move, 3, NULL},
{ai_move, 4, infantry_duck_up},
{ai_move, 0, NULL}};
mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};
void infantry_dodge(edict_t *self, edict_t *attacker, float eta) {
if(random() > 0.25)
return;
if(!self->enemy)
self->enemy = attacker;
self->monsterinfo.currentmove = &infantry_move_duck;
}
void infantry_cock_gun(edict_t *self) {
int n;
gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
n = (rand() & 15) + 3 + 7;
self->monsterinfo.pausetime = level.time + n * FRAMETIME;
}
void infantry_fire(edict_t *self) {
InfantryMachineGun(self);
if(level.time >= self->monsterinfo.pausetime)
self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
else
self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}
mframe_t infantry_frames_attack1[] = {
{ai_charge, 4, NULL}, {ai_charge, -1, NULL}, {ai_charge, -1, NULL}, {ai_charge, 0, infantry_cock_gun},
{ai_charge, -1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 2, NULL},
{ai_charge, -2, NULL}, {ai_charge, -3, NULL}, {ai_charge, 1, infantry_fire}, {ai_charge, 5, NULL},
{ai_charge, -1, NULL}, {ai_charge, -2, NULL}, {ai_charge, -3, NULL}};
mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};
void infantry_swing(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_punch_swing, 1, ATTN_NORM, 0); }
void infantry_smack(edict_t *self) {
vec3_t aim;
VectorSet(aim, MELEE_DISTANCE, 0, 0);
if(fire_hit(self, aim, (5 + (rand() % 5)), 50))
gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
}
mframe_t infantry_frames_attack2[] = {
{ai_charge, 3, NULL}, {ai_charge, 6, NULL}, {ai_charge, 0, infantry_swing}, {ai_charge, 8, NULL},
{ai_charge, 5, NULL}, {ai_charge, 8, infantry_smack}, {ai_charge, 6, NULL}, {ai_charge, 3, NULL},
};
mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};
void infantry_attack(edict_t *self) {
if(range(self, self->enemy) == RANGE_MELEE)
self->monsterinfo.currentmove = &infantry_move_attack2;
else
self->monsterinfo.currentmove = &infantry_move_attack1;
}
void SP_monster_infantry(edict_t *self) {
if(deathmatch->value) {
G_FreeEdict(self);
return;
}
sound_pain1 = gi.soundindex("infantry/infpain1.wav");
sound_pain2 = gi.soundindex("infantry/infpain2.wav");
sound_die1 = gi.soundindex("infantry/infdeth1.wav");
sound_die2 = gi.soundindex("infantry/infdeth2.wav");
sound_gunshot = gi.soundindex("infantry/infatck1.wav");
sound_weapon_cock = gi.soundindex("infantry/infatck3.wav");
sound_punch_swing = gi.soundindex("infantry/infatck2.wav");
sound_punch_hit = gi.soundindex("infantry/melee2.wav");
sound_sight = gi.soundindex("infantry/infsght1.wav");
sound_search = gi.soundindex("infantry/infsrch1.wav");
sound_idle = gi.soundindex("infantry/infidle1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
VectorSet(self->mins, -16, -16, -24);
VectorSet(self->maxs, 16, 16, 32);
dv_set(ent_write_health(self), 100);
self->gib_health = -40;
self->mass = 200;
self->pain = infantry_pain;
self->die = infantry_die;
self->monsterinfo.stand = infantry_stand;
self->monsterinfo.walk = infantry_walk;
self->monsterinfo.run = infantry_run;
self->monsterinfo.dodge = infantry_dodge;
self->monsterinfo.attack = infantry_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = infantry_sight;
self->monsterinfo.idle = infantry_fidget;
gi.linkentity(self);
self->monsterinfo.currentmove = &infantry_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start(self);
}