⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 m_infantry.pas

📁 雷神之锤2(Quake2)Delphi源码
💻 PAS
📖 第 1 页 / 共 2 页
字号:
{----------------------------------------------------------------------------}
{                                                                            }
{ File(s): m_infantry.h                                                      }
{                                                                            }
{ Initial conversion by : Ben Watt (ben@delphigamedev.com)                   }
{ Initial conversion on : 28-Jan-2002                                        }
{                                                                            }
{ This File contains part of convertion of Quake2 source to ObjectPascal.    }
{ More information about this project can be found at:                       }
{ http://www.sulaco.co.za/quake2/                                            }
{                                                                            }
{ 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.                       }
{                                                                            }
{----------------------------------------------------------------------------}
{ Updated on :                                                               }
{ Updated by :                                                               }
{                                                                            }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on:                               }
{ 1.) g_local.h and game.h                                                   }
{----------------------------------------------------------------------------}
{ * TODO:                                                                    }
{ 1.) test compilation with the above two units                              }
{----------------------------------------------------------------------------}

unit m_infantry;

interface

const MODEL_SCALE     = 1.000000;

var
  sound_pain1,
  sound_pain2,
  sound_die1,
  sound_die2,

  sound_gunshot,
  sound_weapon_cock,
  sound_punch_swing,
  sound_punch_hit,
  sound_sight,
  sound_search,
  sound_idle          : Integer;

{$I g_local.inc}
{$I m_infantry.inc}

procedure infantry_stand(self : edict_t);
procedure infantry_fidget(self : edict_t);
procedure infantry_walk(self : edict_t);
procedure infantry_run(self : edict_t);
procedure infantry_pain(self, other : edict_t; kick : single; damage : Integer);
procedure InfantryMachineGun(self : edict_t);
procedure infantry_sight(self : edict_t);
procedure infantry_dead(self : edict_t);
procedure infantry_die(self, inflictor, attacker : edict_t; damage : Integer; point: vec3_t);
procedure infantry_duck_down(self : edict_t);
procedure infantry_duck_hold(self : edict_t);
procedure infantry_duck_up(self : edict_t);
procedure infantry_dodge(self, attacker : edict_t, eta : Float);
procedure infantry_cock_gun(self : edict_t);
procedure infantry_fire(self : edict_t);
procedure infantry_swing(self : edict_t);
procedure infantry_smack(self : edict_t);
procedure infantry_attack(self : edict_t);

procedure SP_monster_infantry(self : edict_t);



const
  infantry_frames_stand : Array[0..21] of mframe_t =
    ((aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil),
     (aifunc:ai_stand; dist:0; thinkfunc:nil));

  infantry_move_stand : mmove_t =
    (firstframe:FRAME_stand50; lastframe:FRAME_stand71; frame:infantry_frames_stand; endfunc:nil);

procedure infantry_stand(self : edict_t);
begin
  self.monsterinfo.currentmove := infantry_move_stand;
end;

const
  infantry_frames_fidget : Array[0..48] of mframe_t =
    ((aifunc:ai_stand; dist:1;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:1;  thinkfunc:nil),
     (aifunc:ai_stand; dist:3;  thinkfunc:nil),
     (aifunc:ai_stand; dist:6;  thinkfunc:nil),
     (aifunc:ai_stand; dist:3;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:1;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:1;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:-1; thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:1;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:-2; thinkfunc:nil),
     (aifunc:ai_stand; dist:1;  thinkfunc:nil),
     (aifunc:ai_stand; dist:1;  thinkfunc:nil),
     (aifunc:ai_stand; dist:1;  thinkfunc:nil),
     (aifunc:ai_stand; dist:-1; thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:-1; thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:-1; thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:1;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:-1; thinkfunc:nil),
     (aifunc:ai_stand; dist:-1; thinkfunc:nil),
     (aifunc:ai_stand; dist:0;  thinkfunc:nil),
     (aifunc:ai_stand; dist:-3; thinkfunc:nil),
     (aifunc:ai_stand; dist:-2; thinkfunc:nil),
     (aifunc:ai_stand; dist:-3; thinkfunc:nil),
     (aifunc:ai_stand; dist:-3; thinkfunc:nil),
     (aifunc:ai_stand; dist:-2; thinkfunc:nil));

  infantry_move_fidget : mmove_t =
    (firstframe:FRAME_stand01; lastframe:FRAME_stand49; frame:infantry_frames_fidget; endfunc:infantry_stand);

procedure infantry_fidget(self : edict_t);
begin
  self.monsterinfo.currentmove := infantry_move_fidget;
  gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
end;

const
  infantry_frames_walk : Array[0..11] of mframe_t =
    ((aifunc:ai_walk; dist:5;  thinkfunc:nil),
     (aifunc:ai_walk; dist:4;  thinkfunc:nil),
     (aifunc:ai_walk; dist:4;  thinkfunc:nil),
     (aifunc:ai_walk; dist:5;  thinkfunc:nil),
     (aifunc:ai_walk; dist:4;  thinkfunc:nil),
     (aifunc:ai_walk; dist:5;  thinkfunc:nil),
     (aifunc:ai_walk; dist:6;  thinkfunc:nil),
     (aifunc:ai_walk; dist:4;  thinkfunc:nil),
     (aifunc:ai_walk; dist:4;  thinkfunc:nil),
     (aifunc:ai_walk; dist:4;  thinkfunc:nil),
     (aifunc:ai_walk; dist:4;  thinkfunc:nil),
     (aifunc:ai_walk; dist:5;  thinkfunc:nil));

  infantry_move_walk : mmove_t =
    (firstframe:FRAME_walk03; lastframe:FRAME_walk14; frame:infantry_frames_walk; endfunc:nil);

procedure infantry_walk(self : edict_t);
begin
  self.monsterinfo.currentmove := infantry_move_walk;
end;

const
  infantry_frames_run : Array[0..7] of mframe_t =
    ((aifunc:ai_run; dist:10; thinkfunc:nil),
     (aifunc:ai_run; dist:20; thinkfunc:nil),
     (aifunc:ai_run; dist:5;  thinkfunc:nil),
     (aifunc:ai_run; dist:7;  thinkfunc:nil),
     (aifunc:ai_run; dist:30; thinkfunc:nil),
     (aifunc:ai_run; dist:35; thinkfunc:nil),
     (aifunc:ai_run; dist:2;  thinkfunc:nil),
     (aifunc:ai_run; dist:6;  thinkfunc:nil));

  infantry_move_run : mmove_t =
    (firstframe:FRAME_run01; lastframe:FRAME_run08; frame:infantry_frames_run; endfunc:nil);

procedure infantry_run(self : edict_t);
begin
  if (self.monsterinfo.aiflags and AI_STAND_GROUND) = 1 then
    self.monsterinfo.currentmove := infantry_move_stand
  else
    self.monsterinfo.currentmove := infantry_move_run;
end;

const
  infantry_frames_pain1 : Array[0..9] of mframe_t =
    ((aifunc:ai_run; dist:-3; thinkfunc:nil),
     (aifunc:ai_run; dist:-2; thinkfunc:nil),
     (aifunc:ai_run; dist:-1; thinkfunc:nil),
     (aifunc:ai_run; dist:-2; thinkfunc:nil),
     (aifunc:ai_run; dist:-1; thinkfunc:nil),
     (aifunc:ai_run; dist:1;  thinkfunc:nil),
     (aifunc:ai_run; dist:-1; thinkfunc:nil),
     (aifunc:ai_run; dist:1;  thinkfunc:nil),
     (aifunc:ai_run; dist:6;  thinkfunc:nil),
     (aifunc:ai_run; dist:2;  thinkfunc:nil));

  infantry_move_pain1 : mmove_t =
    (firstframe:FRAME_pain101; lastframe:FRAME_pain110; frame:infantry_frames_pain1; endfunc:infantry_run);

const
  infantry_frames_pain2 : Array[0..9] of mframe_t =
    ((aifunc:ai_run; dist:-3; thinkfunc:nil),
     (aifunc:ai_run; dist:-3; thinkfunc:nil),
     (aifunc:ai_run; dist:0;  thinkfunc:nil),
     (aifunc:ai_run; dist:-1; thinkfunc:nil),
     (aifunc:ai_run; dist:-2; thinkfunc:nil),
     (aifunc:ai_run; dist:0;  thinkfunc:nil),
     (aifunc:ai_run; dist:0;  thinkfunc:nil),
     (aifunc:ai_run; dist:2;  thinkfunc:nil),
     (aifunc:ai_run; dist:5;  thinkfunc:nil),
     (aifunc:ai_run; dist:2;  thinkfunc:nil));

  infantry_move_pain2 : mmove_t =
    (firstframe:FRAME_pain201; lastframe:FRAME_pain210; frame:infantry_frames_pain2; endfunc:infantry_run);

procedure infantry_pain(self, other : edict_t; kick : Single; damage : Integer);
var
  n : integer;
begin
  if self.health < self.max_health/2 then
    self.s.skinnum := 1;

  if level.time < self.pain_debounce_time then
    exit;

  self.pain_debounce_time := level.time + 3;

  if skill.value = 3 then
    exit;  // no pain anims in nightmare

  n = random(2);
  if n = 0 then
  begin
    self.monsterinfo.currentmove := infantry_move_pain1;
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
  end
  else
    self.monsterinfo.currentmove := infantry_move_pain2;
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
end;

const
  aimangles : Array[0..11] of vec3_t =
    (( 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));

procedure InfantryMachineGun(self : edict_t);
var
  start, target : vec3_t;
  fwrd, right   : vec3_t;
  vec           : vec3_t;
  flash_number  : integer;
begin
  if self.s.frame = FRAME_attack111 then
  begin
    flash_number := MZ2_INFANTRY_MACHINEGUN_1;
    AngleVectors(self.s.angles, fwrd, right, nil);
    G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], fwrd, right, start);

    if (self.enemy <> nil) then
    begin
      VectorMA(self.enemy.s.origin, -0.2, self.enemy.velocity, target);
      target[2] := target[2] + self.enemy.viewheight;
      VectorSubtract(target, start, fwrd);
      VectorNormalize(fwrd);
    end
    else
      AngleVectors(self.s.angles, fwrd, right, nil);
  end
  else
  begin
    flash_number := MZ2_INFANTRY_MACHINEGUN_2 + (self.s.frame - FRAME_death211);

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -