// Copyright (c) ZeniMax Media Inc. // Licensed under the GNU General Public License 2.0. /* ============================================================================== mutant ============================================================================== */ #include "g_local.h" #include "m_mutant.h" constexpr spawnflags_t SPAWNFLAG_MUTANT_NOJUMPING = 8_spawnflag; static cached_soundindex sound_swing; static cached_soundindex sound_hit; static cached_soundindex sound_hit2; static cached_soundindex sound_death; static cached_soundindex sound_idle; static cached_soundindex sound_pain1; static cached_soundindex sound_pain2; static cached_soundindex sound_sight; static cached_soundindex sound_search; static cached_soundindex sound_step1; static cached_soundindex sound_step2; static cached_soundindex sound_step3; static cached_soundindex sound_thud; // // SOUNDS // void mutant_step(edict_t *self) { int n = irandom(3); if (n == 0) gi.sound(self, CHAN_BODY, sound_step1, 1, ATTN_NORM, 0); else if (n == 1) gi.sound(self, CHAN_BODY, sound_step2, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_BODY, sound_step3, 1, ATTN_NORM, 0); } MONSTERINFO_SIGHT(mutant_sight) (edict_t *self, edict_t *other) -> void { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } MONSTERINFO_SEARCH(mutant_search) (edict_t *self) -> void { gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } void mutant_swing(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_swing, 1, ATTN_NORM, 0); } // // STAND // mframe_t mutant_frames_stand[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 10 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 20 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 30 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 40 { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // 50 { ai_stand } }; MMOVE_T(mutant_move_stand) = { FRAME_stand101, FRAME_stand151, mutant_frames_stand, nullptr }; MONSTERINFO_STAND(mutant_stand) (edict_t *self) -> void { M_SetAnimation(self, &mutant_move_stand); } // // IDLE // void mutant_idle_loop(edict_t *self) { if (frandom() < 0.75f) self->monsterinfo.nextframe = FRAME_stand155; } mframe_t mutant_frames_idle[] = { { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, // scratch loop start { ai_stand }, { ai_stand }, { ai_stand, 0, mutant_idle_loop }, // scratch loop end { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand }, { ai_stand } }; MMOVE_T(mutant_move_idle) = { FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand }; MONSTERINFO_IDLE(mutant_idle) (edict_t *self) -> void { M_SetAnimation(self, &mutant_move_idle); gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } // // WALK // mframe_t mutant_frames_walk[] = { { ai_walk, 3 }, { ai_walk, 1 }, { ai_walk, 5 }, { ai_walk, 10 }, { ai_walk, 13 }, { ai_walk, 10 }, { ai_walk }, { ai_walk, 5 }, { ai_walk, 6 }, { ai_walk, 16 }, { ai_walk, 15 }, { ai_walk, 6 } }; MMOVE_T(mutant_move_walk) = { FRAME_walk05, FRAME_walk16, mutant_frames_walk, nullptr }; void mutant_walk_loop(edict_t *self) { M_SetAnimation(self, &mutant_move_walk); } mframe_t mutant_frames_start_walk[] = { { ai_walk, 5 }, { ai_walk, 5 }, { ai_walk, -2 }, { ai_walk, 1 } }; MMOVE_T(mutant_move_start_walk) = { FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop }; MONSTERINFO_WALK(mutant_walk) (edict_t *self) -> void { M_SetAnimation(self, &mutant_move_start_walk); } // // RUN // mframe_t mutant_frames_run[] = { { ai_run, 40 }, { ai_run, 40, mutant_step }, { ai_run, 24 }, { ai_run, 5, mutant_step }, { ai_run, 17 }, { ai_run, 10 } }; MMOVE_T(mutant_move_run) = { FRAME_run03, FRAME_run08, mutant_frames_run, nullptr }; MONSTERINFO_RUN(mutant_run) (edict_t *self) -> void { if (self->monsterinfo.aiflags & AI_STAND_GROUND) M_SetAnimation(self, &mutant_move_stand); else M_SetAnimation(self, &mutant_move_run); } // // MELEE // void mutant_hit_left(edict_t *self) { vec3_t aim = { MELEE_DISTANCE, self->mins[0], 8 }; if (fire_hit(self, aim, irandom(5, 15), 100)) gi.sound(self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0); else { gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0); self->monsterinfo.melee_debounce_time = level.time + 1.5_sec; } } void mutant_hit_right(edict_t *self) { vec3_t aim = { MELEE_DISTANCE, self->maxs[0], 8 }; if (fire_hit(self, aim, irandom(5, 15), 100)) gi.sound(self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0); else { gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0); self->monsterinfo.melee_debounce_time = level.time + 1.5_sec; } } void mutant_check_refire(edict_t *self) { if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0) return; if ((self->monsterinfo.melee_debounce_time <= level.time) && ((frandom() < 0.5f) || (range_to(self, self->enemy) <= RANGE_MELEE))) self->monsterinfo.nextframe = FRAME_attack09; } mframe_t mutant_frames_attack[] = { { ai_charge }, { ai_charge }, { ai_charge, 0, mutant_hit_left }, { ai_charge }, { ai_charge }, { ai_charge, 0, mutant_hit_right }, { ai_charge, 0, mutant_check_refire } }; MMOVE_T(mutant_move_attack) = { FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run }; MONSTERINFO_MELEE(mutant_melee) (edict_t *self) -> void { M_SetAnimation(self, &mutant_move_attack); } // // ATTACK // TOUCH(mutant_jump_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void { if (self->health <= 0) { self->touch = nullptr; return; } if (self->style == 1 && other->takedamage) { // [Paril-KEX] only if we're actually moving fast enough to hurt if (self->velocity.length() > 30) { vec3_t point; vec3_t normal; int damage; normal = self->velocity; normal.normalize(); point = self->s.origin + (normal * self->maxs[0]); damage = (int) frandom(40, 50); T_Damage(other, self, self, self->velocity, point, normal, damage, damage, DAMAGE_NONE, MOD_UNKNOWN); self->style = 0; } } if (!M_CheckBottom(self)) { if (self->groundentity) { self->monsterinfo.nextframe = FRAME_attack02; self->touch = nullptr; } return; } self->touch = nullptr; } void mutant_jump_takeoff(edict_t *self) { vec3_t forward; gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); AngleVectors(self->s.angles, forward, nullptr, nullptr); self->s.origin[2] += 1; self->velocity = forward * 425; self->velocity[2] = 160; self->groundentity = nullptr; self->monsterinfo.aiflags |= AI_DUCKED; self->monsterinfo.attack_finished = level.time + 3_sec; self->style = 1; self->touch = mutant_jump_touch; } void mutant_check_landing(edict_t *self) { monster_jump_finished(self); if (self->groundentity) { gi.sound(self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0); self->monsterinfo.attack_finished = level.time + random_time(500_ms, 1.5_sec); if (self->monsterinfo.unduck) self->monsterinfo.unduck(self); if (range_to(self, self->enemy) <= RANGE_MELEE * 2.f) self->monsterinfo.melee(self); return; } if (level.time > self->monsterinfo.attack_finished) self->monsterinfo.nextframe = FRAME_attack02; else self->monsterinfo.nextframe = FRAME_attack05; } mframe_t mutant_frames_jump[] = { { ai_charge }, { ai_charge, 17 }, { ai_charge, 15, mutant_jump_takeoff }, { ai_charge, 15 }, { ai_charge, 15, mutant_check_landing }, { ai_charge }, { ai_charge, 3 }, { ai_charge } }; MMOVE_T(mutant_move_jump) = { FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run }; MONSTERINFO_ATTACK(mutant_jump) (edict_t *self) -> void { M_SetAnimation(self, &mutant_move_jump); } // // CHECKATTACK // bool mutant_check_melee(edict_t *self) { return range_to(self, self->enemy) <= RANGE_MELEE && self->monsterinfo.melee_debounce_time <= level.time; } bool mutant_check_jump(edict_t *self) { vec3_t v; float distance; // Paril: no harm in letting them jump down if you're below them // if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2])) // return false; // don't jump if there's no way we can reach standing height if (self->absmin[2] + 125 < self->enemy->absmin[2]) return false; v[0] = self->s.origin[0] - self->enemy->s.origin[0]; v[1] = self->s.origin[1] - self->enemy->s.origin[1]; v[2] = 0; distance = v.length(); // if we're not trying to avoid a melee, then don't jump if (distance < 100 && self->monsterinfo.melee_debounce_time <= level.time) return false; // only use it to close distance gaps if (distance > 265) return false; return self->monsterinfo.attack_finished < level.time && brandom(); } MONSTERINFO_CHECKATTACK(mutant_checkattack) (edict_t *self) -> bool { if (!self->enemy || self->enemy->health <= 0) return false; if (mutant_check_melee(self)) { self->monsterinfo.attack_state = AS_MELEE; return true; } if (!self->spawnflags.has(SPAWNFLAG_MUTANT_NOJUMPING) && mutant_check_jump(self)) { self->monsterinfo.attack_state = AS_MISSILE; return true; } return false; } // // PAIN // mframe_t mutant_frames_pain1[] = { { ai_move, 4 }, { ai_move, -3 }, { ai_move, -8 }, { ai_move, 2 }, { ai_move, 5 } }; MMOVE_T(mutant_move_pain1) = { FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run }; mframe_t mutant_frames_pain2[] = { { ai_move, -24 }, { ai_move, 11 }, { ai_move, 5 }, { ai_move, -2 }, { ai_move, 6 }, { ai_move, 4 } }; MMOVE_T(mutant_move_pain2) = { FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run }; mframe_t mutant_frames_pain3[] = { { ai_move, -22 }, { ai_move, 3 }, { ai_move, 3 }, { ai_move, 2 }, { ai_move, 1 }, { ai_move, 1 }, { ai_move, 6 }, { ai_move, 3 }, { ai_move, 2 }, { ai_move }, { ai_move, 1 } }; MMOVE_T(mutant_move_pain3) = { FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run }; PAIN(mutant_pain) (edict_t *self, edict_t *other, float kick, int damage, const mod_t &mod) -> void { float r; if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3_sec; r = frandom(); if (r < 0.33f) gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else if (r < 0.66f) gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); if (!M_ShouldReactToPain(self, mod)) return; // no pain anims in nightmare if (r < 0.33f) M_SetAnimation(self, &mutant_move_pain1); else if (r < 0.66f) M_SetAnimation(self, &mutant_move_pain2); else M_SetAnimation(self, &mutant_move_pain3); } MONSTERINFO_SETSKIN(mutant_setskin) (edict_t *self) -> void { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; else self->s.skinnum = 0; } // // DEATH // void mutant_shrink(edict_t *self) { self->maxs[2] = 0; self->svflags |= SVF_DEADMONSTER; gi.linkentity(self); } // [Paril-KEX] static void ai_move_slide_right(edict_t *self, float dist) { M_walkmove(self, self->s.angles[YAW] + 90, dist); } static void ai_move_slide_left(edict_t *self, float dist) { M_walkmove(self, self->s.angles[YAW] - 90, dist); } mframe_t mutant_frames_death1[] = { { ai_move_slide_right }, { ai_move_slide_right }, { ai_move_slide_right }, { ai_move_slide_right, 2 }, { ai_move_slide_right, 5 }, { ai_move_slide_right, 7, mutant_shrink }, { ai_move_slide_right, 6 }, { ai_move_slide_right, 2 }, { ai_move_slide_right } }; MMOVE_T(mutant_move_death1) = { FRAME_death101, FRAME_death109, mutant_frames_death1, monster_dead }; mframe_t mutant_frames_death2[] = { { ai_move_slide_left }, { ai_move_slide_left }, { ai_move_slide_left }, { ai_move_slide_left, 1 }, { ai_move_slide_left, 3, mutant_shrink }, { ai_move_slide_left, 6 }, { ai_move_slide_left, 8 }, { ai_move_slide_left, 5 }, { ai_move_slide_left, 2 }, { ai_move_slide_left } }; MMOVE_T(mutant_move_death2) = { FRAME_death201, FRAME_death210, mutant_frames_death2, monster_dead }; DIE(mutant_die) (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, const vec3_t &point, const mod_t &mod) -> void { if (M_CheckGib(self, mod)) { gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); self->s.skinnum /= 2; ThrowGibs(self, damage, { { 2, "models/objects/gibs/bone/tris.md2" }, { 4, "models/objects/gibs/sm_meat/tris.md2" }, { 2, "models/monsters/mutant/gibs/hand.md2", GIB_SKINNED | GIB_UPRIGHT }, { 2, "models/monsters/mutant/gibs/foot.md2", GIB_SKINNED }, { "models/monsters/mutant/gibs/chest.md2", GIB_SKINNED }, { "models/monsters/mutant/gibs/head.md2", GIB_SKINNED | GIB_HEAD } }); self->deadflag = true; return; } if (self->deadflag) return; gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = true; self->takedamage = true; if (frandom() < 0.5f) M_SetAnimation(self, &mutant_move_death1); else M_SetAnimation(self, &mutant_move_death2); } //================ // ROGUE void mutant_jump_down(edict_t *self) { vec3_t forward, up; AngleVectors(self->s.angles, forward, nullptr, up); self->velocity += (forward * 100); self->velocity += (up * 300); } void mutant_jump_up(edict_t *self) { vec3_t forward, up; AngleVectors(self->s.angles, forward, nullptr, up); self->velocity += (forward * 200); self->velocity += (up * 450); } void mutant_jump_wait_land(edict_t *self) { if (!monster_jump_finished(self) && self->groundentity == nullptr) self->monsterinfo.nextframe = self->s.frame; else self->monsterinfo.nextframe = self->s.frame + 1; } mframe_t mutant_frames_jump_up[] = { { ai_move, -8 }, { ai_move, -8, mutant_jump_up }, { ai_move, 0, mutant_jump_wait_land }, { ai_move }, { ai_move } }; MMOVE_T(mutant_move_jump_up) = { FRAME_jump01, FRAME_jump05, mutant_frames_jump_up, mutant_run }; mframe_t mutant_frames_jump_down[] = { { ai_move }, { ai_move, 0, mutant_jump_down }, { ai_move, 0, mutant_jump_wait_land }, { ai_move }, { ai_move } }; MMOVE_T(mutant_move_jump_down) = { FRAME_jump01, FRAME_jump05, mutant_frames_jump_down, mutant_run }; void mutant_jump_updown(edict_t *self, blocked_jump_result_t result) { if (!self->enemy) return; if (result == blocked_jump_result_t::JUMP_JUMP_UP) M_SetAnimation(self, &mutant_move_jump_up); else M_SetAnimation(self, &mutant_move_jump_down); } /* === Blocked === */ MONSTERINFO_BLOCKED(mutant_blocked) (edict_t *self, float dist) -> bool { if (auto result = blocked_checkjump(self, dist); result != blocked_jump_result_t::NO_JUMP) { if (result != blocked_jump_result_t::JUMP_TURN) mutant_jump_updown(self, result); return true; } if (blocked_checkplat(self, dist)) return true; return false; } // ROGUE //================ // // SPAWN // /*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight NoJumping model="models/monsters/mutant/tris.md2" */ void SP_monster_mutant(edict_t *self) { if ( !M_AllowSpawn( self ) ) { G_FreeEdict( self ); return; } sound_swing.assign("mutant/mutatck1.wav"); sound_hit.assign("mutant/mutatck2.wav"); sound_hit2.assign("mutant/mutatck3.wav"); sound_death.assign("mutant/mutdeth1.wav"); sound_idle.assign("mutant/mutidle1.wav"); sound_pain1.assign("mutant/mutpain1.wav"); sound_pain2.assign("mutant/mutpain2.wav"); sound_sight.assign("mutant/mutsght1.wav"); sound_search.assign("mutant/mutsrch1.wav"); sound_step1.assign("mutant/step1.wav"); sound_step2.assign("mutant/step2.wav"); sound_step3.assign("mutant/step3.wav"); sound_thud.assign("mutant/thud1.wav"); self->monsterinfo.aiflags |= AI_STINKY; self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/mutant/tris.md2"); gi.modelindex("models/monsters/mutant/gibs/head.md2"); gi.modelindex("models/monsters/mutant/gibs/chest.md2"); gi.modelindex("models/monsters/mutant/gibs/hand.md2"); gi.modelindex("models/monsters/mutant/gibs/foot.md2"); self->mins = { -18, -18, -24 }; self->maxs = { 18, 18, 30 }; self->health = 300 * st.health_multiplier; self->gib_health = -120; self->mass = 300; self->pain = mutant_pain; self->die = mutant_die; self->monsterinfo.stand = mutant_stand; self->monsterinfo.walk = mutant_walk; self->monsterinfo.run = mutant_run; self->monsterinfo.dodge = nullptr; self->monsterinfo.attack = mutant_jump; self->monsterinfo.melee = mutant_melee; self->monsterinfo.sight = mutant_sight; self->monsterinfo.search = mutant_search; self->monsterinfo.idle = mutant_idle; self->monsterinfo.checkattack = mutant_checkattack; self->monsterinfo.blocked = mutant_blocked; // PGM self->monsterinfo.setskin = mutant_setskin; gi.linkentity(self); M_SetAnimation(self, &mutant_move_stand); self->monsterinfo.combat_style = COMBAT_MELEE; self->monsterinfo.scale = MODEL_SCALE; self->monsterinfo.can_jump = !(self->spawnflags & SPAWNFLAG_MUTANT_NOJUMPING); self->monsterinfo.drop_height = 256; self->monsterinfo.jump_height = 68; walkmonster_start(self); }