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📄 m_infantry.pas

📁 delphi编的不错的贪吃蛇
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  FRAME_attak204        	= 202;
  FRAME_attak205        	= 203;
  FRAME_attak206        	= 204;
  FRAME_attak207        	= 205;
  FRAME_attak208        	= 206;

// end of m_infantry.h

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_p);
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_p);
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_p);
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_p);
begin
  if (self.monsterinfo.aiflags and AI_STAND_GROUND) <> 0 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_p; 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 := rand() mod 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
  begin
    self^.monsterinfo.currentmove := @infantry_move_pain2;
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
  end;
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_p);
var
  start, target : vec3_t;
  fwrd, right   : vec3_t;
  vec           : vec3_t;
  flash_number  : integer;
begin
  if self.s.frame = FRAME_attak111 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);

    AngleVectors(self.s.angles, @fwrd, @right, nil);
    G_ProjectSource(self.s.origin, monster_flash_offset[flash_number], fwrd, right, start);

    VectorSubtract(self.s.angles, aimangles[flash_number-MZ2_INFANTRY_MACHINEGUN_2], vec);
    AngleVectors(vec, @fwrd, nil, nil);
  end;

  monster_fire_bullet(self, start, fwrd, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
end;

procedure infantry_sight(self, other : edict_p);
begin
  gi.sound(self, CHAN_BODY, sound_sight, 1, ATTN_NORM, 0);
end;

procedure infantry_dead(self : edict_p);
begin
  VectorSet(self.mins, -16, -16, -24);
  VectorSet(self.maxs, 16, 16, -8);
  self.movetype := MOVETYPE_TOSS;
  self.svflags  :=(self.svflags or SVF_DEADMONSTER);
  gi.linkentity(self);

  M_FlyCheck(self);
end;

const
  infantry_frames_death1 : Array[0..19] of mframe_t =
    ((aifunc:ai_move; dist:-4; thinkfunc:nil),
     (aifunc:ai_move; dist:0;  thinkfunc:nil),
     (aifunc:ai_move; dist:0;  thinkfunc:nil),
     (aifunc:ai_move; dist:-1; thinkfunc:nil),
     (aifunc:ai_move; dist:-4; thinkfunc:nil),
     (aifunc:ai_move; dist:0;  thinkfunc:nil),
     (aifunc:ai_move; dist:0;  thinkfunc:nil),
     (aifunc:ai_move; dist:0;  thinkfunc:nil),

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