📄 m_berserk.pas
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{----------------------------------------------------------------------------}
{ }
{ File(s): m_berserk.h }
{ }
{ Initial conversion by : Ben Watt (ben@delphigamedev.com) }
{ Initial conversion on : 11-March-2002 }
{ }
{ This file is part of the conversion of Quake2 source to Delphi. }
{ 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 }
{----------------------------------------------------------------------------}
{
==============================================================================
BERSERK
==============================================================================
}
unit m_berserk;
interface
const MODEL_SCALE = 1.000000;
var
sound_pain,
sound_die,
sound_idle,
sound_punch,
sound_sight,
sound_search : Integer;
{$I g_local.inc}
{$I m_berserk.inc}
procedure berserk_sight(self, other : edict_t);
begin
gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
end;
procedure berserk_search(self : edict_t);
begin
gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
end;
const
berserk_frames_stand : Array[0..4] of mframe_t =
((aifunc:ai_stand; dist:0; thinkfunc:berserk_fidget),
(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));
berserk_move_stand : mmove_t =
(firstframe:FRAME_stand1; lastframe:FRAME_stand5; frame:berserk_frames_stand; endfunc:nil);
procedure berserk_stand(self : edict_t);
begin
self.monsterinfo.currentmove := berserk_move_stand;
end;
const
berserk_frames_stand_fidget : Array[0..19] 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));
berserk_move_stand_fidget : mmove_t =
(firstframe:FRAME_standb1; lastframe:FRAME_standb20; frame:berserk_frames_stand_fidget; endfunc:berserk_stand);
procedure berserk_fidget(self : edict_t);
begin
if (self.monsterinfo.aiflags and AI_STAND_GROUND) then
exit;
if (random() > 0.15) then
exit;
self.monsterinfo.currentmove := berserk_move_stand_fidget;
gi.sound(self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
end;
const
berserk_frames_walk : Array[0..11] of mframe_t =
((aifunc:ai_walk; dist:9.1; thinkfunc:nil),
(aifunc:ai_walk; dist:6.3; thinkfunc:nil),
(aifunc:ai_walk; dist:4.9; thinkfunc:nil),
(aifunc:ai_walk; dist:6.7; thinkfunc:nil),
(aifunc:ai_walk; dist:6.0; thinkfunc:nil),
(aifunc:ai_walk; dist:8.2; thinkfunc:nil),
(aifunc:ai_walk; dist:7.2; thinkfunc:nil),
(aifunc:ai_walk; dist:6.1; thinkfunc:nil),
(aifunc:ai_walk; dist:4.9; thinkfunc:nil),
(aifunc:ai_walk; dist:4.7; thinkfunc:nil),
(aifunc:ai_walk; dist:4.7; thinkfunc:nil),
(aifunc:ai_walk; dist:4.8; thinkfunc:nil));
berserk_move_walk : mmove_t =
(firstframe:FRAME_walkc1; lastframe:FRAME_walkc11; frame:berserk_frames_walk; endfunc:nil);
procedure berserk_walk(self : edict_t);
begin
self.monsterinfo.currentmove := berserk_move_walk;
end;
{
*****************************
SKIPPED THIS FOR NOW!
*****************************
Running -> Arm raised in air }
//void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);};
//void() berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);};
//void() berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);};
//void() berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);};
//void() berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);};
//void() berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);};
// running with arm in air : start loop
//void() berserk_runb7 =[ $r_att7 , berserk_runb8 ] {ai_run(21);};
//void() berserk_runb8 =[ $r_att8 , berserk_runb9 ] {ai_run(11);};
//void() berserk_runb9 =[ $r_att9 , berserk_runb10 ] {ai_run(21);};
//void() berserk_runb10 =[ $r_att10 , berserk_runb11 ] {ai_run(25);};
//void() berserk_runb11 =[ $r_att11 , berserk_runb12 ] {ai_run(18);};
//void() berserk_runb12 =[ $r_att12 , berserk_runb7 ] {ai_run(19);};
// running with arm in air : end loop
const
berserk_frames_run1 : Array[0..5] of mframe_t =
((aifunc:ai_run; dist:21; thinkfunc:nil),
(aifunc:ai_run; dist:11; thinkfunc:nil),
(aifunc:ai_run; dist:21; thinkfunc:nil),
(aifunc:ai_run; dist:25; thinkfunc:nil),
(aifunc:ai_run; dist:18; thinkfunc:nil),
(aifunc:ai_run; dist:19; thinkfunc:nil));
berserk_move_run1 : mmove_t =
(firstframe:FRAME_run1; lastframe:FRAME_run6; frame:berserk_frames_run1; endfunc:nil);
procedure berserk_run(self : edict_t);
begin
if (self.monsterinfo.aiflags and AI_STAND_GROUND) then
self.monsterinfo.currentmove := berserk_move_stand
else
self.monsterinfo.currentmove := berserk_move_run1;
end;
procedure berserk_attack_spike(self : edict_t);
var
aim : vec3_t;
begin
aim := (MELEE_DISTANCE, 0, -24);
fire_hit(self, aim, (15 + (random(6))), 400); // Faster attack -- upwards and backwards
end;
procedure berserk_swing(self : edict_t);
begin
gi.sound(self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
end;
const
berserk_frames_attack_spike : Array[0..5] of mframe_t =
((aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:berserk_swing),
(aifunc:ai_charge; dist:0; thinkfunc:berserk_attack_spike),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil));
berserk_move_attack_spike : mmove_t =
(firstframe:FRAME_att_c1; lastframe:FRAME_att_c8; frame:berserk_frames_attack_spike; endfunc:berserk_run);
procedure berserk_attack_club(self : edict_t);
var
aim : vec3_t;
begin
VectorSet(aim, MELEE_DISTANCE, self.mins[0], -4);
fire_hit(self, aim, (5 + (random(6))), 400); // Slower attack
end;
const
berserk_frames_attack_club : Array[0..11] of mframe_t =
((aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:berserk_swing),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:berserk_attack_club),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
(aifunc:ai_charge; dist:0; thinkfunc:nil),
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