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📄 m_soldier.c

📁 Quake 2 Source code for students by Theerthan You can also download from idsoftwares.com
💻 C
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}

void soldier_fire3 (edict_t *self)
{
	soldier_duck_down (self);
	soldier_fire (self, 2);
}

void soldier_attack3_refire (edict_t *self)
{
	if ((level.time + 0.4) < self->monsterinfo.pausetime)
		self->monsterinfo.nextframe = FRAME_attak303;
}

mframe_t soldier_frames_attack3 [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_fire3,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_attack3_refire,
	ai_charge, 0, soldier_duck_up,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t soldier_move_attack3 = {FRAME_attak301, FRAME_attak309, soldier_frames_attack3, soldier_run};

// ATTACK4 (machinegun)

void soldier_fire4 (edict_t *self)
{
	soldier_fire (self, 3);
//
//	if (self->enemy->health <= 0)
//		return;
//
//	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
//		self->monsterinfo.nextframe = FRAME_attak402;
}

mframe_t soldier_frames_attack4 [] =
{
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_fire4,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL
};
mmove_t soldier_move_attack4 = {FRAME_attak401, FRAME_attak406, soldier_frames_attack4, soldier_run};

#if 0
// ATTACK5 (prone)

void soldier_fire5 (edict_t *self)
{
	soldier_fire (self, 4);
}

void soldier_attack5_refire (edict_t *self)
{
	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak505;
}

mframe_t soldier_frames_attack5 [] =
{
	ai_charge, 8, NULL,
	ai_charge, 8, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_fire5,
	ai_charge, 0, NULL,
	ai_charge, 0, NULL,
	ai_charge, 0, soldier_attack5_refire
};
mmove_t soldier_move_attack5 = {FRAME_attak501, FRAME_attak508, soldier_frames_attack5, soldier_run};
#endif

// ATTACK6 (run & shoot)

void soldier_fire8 (edict_t *self)
{
	soldier_fire (self, 7);
}

void soldier_attack6_refire (edict_t *self)
{
	if (self->enemy->health <= 0)
		return;

	if (range(self, self->enemy) < RANGE_MID)
		return;

	if (skill->value == 3)
		self->monsterinfo.nextframe = FRAME_runs03;
}

mframe_t soldier_frames_attack6 [] =
{
	ai_charge, 10, NULL,
	ai_charge,  4, NULL,
	ai_charge, 12, NULL,
	ai_charge, 11, soldier_fire8,
	ai_charge, 13, NULL,
	ai_charge, 18, NULL,
	ai_charge, 15, NULL,
	ai_charge, 14, NULL,
	ai_charge, 11, NULL,
	ai_charge,  8, NULL,
	ai_charge, 11, NULL,
	ai_charge, 12, NULL,
	ai_charge, 12, NULL,
	ai_charge, 17, soldier_attack6_refire
};
mmove_t soldier_move_attack6 = {FRAME_runs01, FRAME_runs14, soldier_frames_attack6, soldier_run};

void soldier_attack(edict_t *self)
{
	if (self->s.skinnum < 4)
	{
		if (random() < 0.5)
			self->monsterinfo.currentmove = &soldier_move_attack1;
		else
			self->monsterinfo.currentmove = &soldier_move_attack2;
	}
	else
	{
		self->monsterinfo.currentmove = &soldier_move_attack4;
	}
}


//
// SIGHT
//

void soldier_sight(edict_t *self, edict_t *other)
{
	if (random() < 0.5)
		gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
	else
		gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);

	if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
	{
		if (random() > 0.5)
			self->monsterinfo.currentmove = &soldier_move_attack6;
	}
}

//
// DUCK
//

void soldier_duck_hold (edict_t *self)
{
	if (level.time >= self->monsterinfo.pausetime)
		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
	else
		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}

mframe_t soldier_frames_duck [] =
{
	ai_move, 5, soldier_duck_down,
	ai_move, -1, soldier_duck_hold,
	ai_move, 1,  NULL,
	ai_move, 0,  soldier_duck_up,
	ai_move, 5,  NULL
};
mmove_t soldier_move_duck = {FRAME_duck01, FRAME_duck05, soldier_frames_duck, soldier_run};

void soldier_dodge (edict_t *self, edict_t *attacker, float eta)
{
	float	r;

	r = random();
	if (r > 0.25)
		return;

	if (!self->enemy)
		self->enemy = attacker;

	if (skill->value == 0)
	{
		self->monsterinfo.currentmove = &soldier_move_duck;
		return;
	}

	self->monsterinfo.pausetime = level.time + eta + 0.3;
	r = random();

	if (skill->value == 1)
	{
		if (r > 0.33)
			self->monsterinfo.currentmove = &soldier_move_duck;
		else
			self->monsterinfo.currentmove = &soldier_move_attack3;
		return;
	}

	if (skill->value >= 2)
	{
		if (r > 0.66)
			self->monsterinfo.currentmove = &soldier_move_duck;
		else
			self->monsterinfo.currentmove = &soldier_move_attack3;
		return;
	}

	self->monsterinfo.currentmove = &soldier_move_attack3;
}


//
// DEATH
//

void soldier_fire6 (edict_t *self)
{
	soldier_fire (self, 5);
}

void soldier_fire7 (edict_t *self)
{
	soldier_fire (self, 6);
}

void soldier_dead (edict_t *self)
{
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity (self);
}

mframe_t soldier_frames_death1 [] =
{
	ai_move, 0,   NULL,
	ai_move, -10, NULL,
	ai_move, -10, NULL,
	ai_move, -10, NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   soldier_fire6,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   soldier_fire7,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death1 = {FRAME_death101, FRAME_death136, soldier_frames_death1, soldier_dead};

mframe_t soldier_frames_death2 [] =
{
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death2 = {FRAME_death201, FRAME_death235, soldier_frames_death2, soldier_dead};

mframe_t soldier_frames_death3 [] =
{
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
};
mmove_t soldier_move_death3 = {FRAME_death301, FRAME_death345, soldier_frames_death3, soldier_dead};

mframe_t soldier_frames_death4 [] =
{
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death4 = {FRAME_death401, FRAME_death453, soldier_frames_death4, soldier_dead};

mframe_t soldier_frames_death5 [] =
{
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, -5,  NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,

	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death5 = {FRAME_death501, FRAME_death524, soldier_frames_death5, soldier_dead};

mframe_t soldier_frames_death6 [] =
{
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL,
	ai_move, 0,   NULL
};
mmove_t soldier_move_death6 = {FRAME_death601, FRAME_death610, soldier_frames_death6, soldier_dead};

void soldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
	int		n;

// check for gib
	if (self->health <= self->gib_health)
	{
		gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
		for (n= 0; n < 3; n++)
			ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
		ThrowGib (self, "models/objects/gibs/chest/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;

// regular death
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;
	self->s.skinnum |= 1;

	if (self->s.skinnum == 1)
		gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
	else if (self->s.skinnum == 3)
		gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
	else // (self->s.skinnum == 5)
		gi.sound (self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0);

	if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4)
	{
		// head shot
		self->monsterinfo.currentmove = &soldier_move_death3;
		return;
	}

	n = rand() % 5;
	if (n == 0)
		self->monsterinfo.currentmove = &soldier_move_death1;
	else if (n == 1)
		self->monsterinfo.currentmove = &soldier_move_death2;
	else if (n == 2)
		self->monsterinfo.currentmove = &soldier_move_death4;
	else if (n == 3)
		self->monsterinfo.currentmove = &soldier_move_death5;
	else
		self->monsterinfo.currentmove = &soldier_move_death6;
}


//
// SPAWN
//

void SP_monster_soldier_x (edict_t *self)
{

	self->s.modelindex = gi.modelindex ("models/monsters/soldier/tris.md2");
	self->monsterinfo.scale = MODEL_SCALE;
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, 32);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	sound_idle =	gi.soundindex ("soldier/solidle1.wav");
	sound_sight1 =	gi.soundindex ("soldier/solsght1.wav");
	sound_sight2 =	gi.soundindex ("soldier/solsrch1.wav");
	sound_cock =	gi.soundindex ("infantry/infatck3.wav");

	self->mass = 100;

	self->pain = soldier_pain;
	self->die = soldier_die;

	self->monsterinfo.stand = soldier_stand;
	self->monsterinfo.walk = soldier_walk;
	self->monsterinfo.run = soldier_run;
	self->monsterinfo.dodge = soldier_dodge;
	self->monsterinfo.attack = soldier_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = soldier_sight;

	gi.linkentity (self);

	self->monsterinfo.stand (self);

	walkmonster_start (self);
}


/*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_soldier_light (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	SP_monster_soldier_x (self);

	sound_pain_light = gi.soundindex ("soldier/solpain2.wav");
	sound_death_light =	gi.soundindex ("soldier/soldeth2.wav");
	gi.modelindex ("models/objects/laser/tris.md2");
	gi.soundindex ("misc/lasfly.wav");
	gi.soundindex ("soldier/solatck2.wav");

	self->s.skinnum = 0;
	self->health = 20;
	self->gib_health = -30;
}

/*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_soldier (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	SP_monster_soldier_x (self);

	sound_pain = gi.soundindex ("soldier/solpain1.wav");
	sound_death = gi.soundindex ("soldier/soldeth1.wav");
	gi.soundindex ("soldier/solatck1.wav");

	self->s.skinnum = 2;
	self->health = 30;
	self->gib_health = -30;
}

/*QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_soldier_ss (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict (self);
		return;
	}

	SP_monster_soldier_x (self);

	sound_pain_ss = gi.soundindex ("soldier/solpain3.wav");
	sound_death_ss = gi.soundindex ("soldier/soldeth3.wav");
	gi.soundindex ("soldier/solatck3.wav");

	self->s.skinnum = 4;
	self->health = 40;
	self->gib_health = -30;
}

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