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📄 m_brain.c

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

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
/*
==============================================================================

brain

==============================================================================
*/

#include "g_local.h"
#include "m_brain.h"


static int	sound_chest_open;
static int	sound_tentacles_extend;
static int	sound_tentacles_retract;
static int	sound_death;
static int	sound_idle1;
static int	sound_idle2;
static int	sound_idle3;
static int	sound_pain1;
static int	sound_pain2;
static int	sound_sight;
static int	sound_search;
static int	sound_melee1;
static int	sound_melee2;
static int	sound_melee3;


void brain_sight (edict_t *self, edict_t *other)
{
	gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void brain_search (edict_t *self)
{
	gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}


void brain_run (edict_t *self);
void brain_dead (edict_t *self);


//
// STAND
//

mframe_t brain_frames_stand [] =
{
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,

	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,

	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL
};
mmove_t brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};

void brain_stand (edict_t *self)
{
	self->monsterinfo.currentmove = &brain_move_stand;
}


//
// IDLE
//

mframe_t brain_frames_idle [] =
{
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,

	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,

	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL,
	ai_stand,	0,	NULL
};
mmove_t brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};

void brain_idle (edict_t *self)
{
	gi.sound (self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
	self->monsterinfo.currentmove = &brain_move_idle;
}


//
// WALK
//
mframe_t brain_frames_walk1 [] =
{
	ai_walk,	7,	NULL,
	ai_walk,	2,	NULL,
	ai_walk,	3,	NULL,
	ai_walk,	3,	NULL,
	ai_walk,	1,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	9,	NULL,
	ai_walk,	-4,	NULL,
	ai_walk,	-1,	NULL,
	ai_walk,	2,	NULL
};
mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};

// walk2 is FUBAR, do not use
#if 0
void brain_walk2_cycle (edict_t *self)
{
	if (random() > 0.1)
		self->monsterinfo.nextframe = FRAME_walk220;
}

mframe_t brain_frames_walk2 [] =
{
	ai_walk,	3,	NULL,
	ai_walk,	-2,	NULL,
	ai_walk,	-4,	NULL,
	ai_walk,	-3,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	1,	NULL,
	ai_walk,	12,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	-3,	NULL,
	ai_walk,	0,	NULL,

	ai_walk,	-2,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	1,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	10,	NULL,		// Cycle Start

	ai_walk,	-1,	NULL,
	ai_walk,	7,	NULL,
	ai_walk,	0,	NULL,
	ai_walk,	3,	NULL,
	ai_walk,	-3,	NULL,
	ai_walk,	2,	NULL,
	ai_walk,	4,	NULL,
	ai_walk,	-3,	NULL,
	ai_walk,	2,	NULL,
	ai_walk,	0,	NULL,

	ai_walk,	4,	brain_walk2_cycle,
	ai_walk,	-1,	NULL,
	ai_walk,	-1,	NULL,
	ai_walk,	-8,	NULL,		
	ai_walk,	0,	NULL,
	ai_walk,	1,	NULL,
	ai_walk,	5,	NULL,
	ai_walk,	2,	NULL,
	ai_walk,	-1,	NULL,
	ai_walk,	-5,	NULL
};
mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL};
#endif

void brain_walk (edict_t *self)
{
//	if (random() <= 0.5)
		self->monsterinfo.currentmove = &brain_move_walk1;
//	else
//		self->monsterinfo.currentmove = &brain_move_walk2;
}



mframe_t brain_frames_defense [] =
{
	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 brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};

mframe_t brain_frames_pain3 [] =
{
	ai_move,	-2,	NULL,
	ai_move,	2,	NULL,
	ai_move,	1,	NULL,
	ai_move,	3,	NULL,
	ai_move,	0,	NULL,
	ai_move,	-4,	NULL
};
mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};

mframe_t brain_frames_pain2 [] =
{
	ai_move,	-2,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	0,	NULL,
	ai_move,	3,	NULL,
	ai_move,	1,	NULL,
	ai_move,	-2,	NULL
};
mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};

mframe_t brain_frames_pain1 [] =
{
	ai_move,	-6,	NULL,
	ai_move,	-2,	NULL,
	ai_move,	-6,	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,	2,	NULL,
	ai_move,	0,	NULL,
	ai_move,	2,	NULL,
	ai_move,	1,	NULL,
	ai_move,	7,	NULL,
	ai_move,	0,	NULL,
	ai_move,	3,	NULL,
	ai_move,	-1,	NULL
};
mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};


//
// DUCK
//

void brain_duck_down (edict_t *self)
{
	if (self->monsterinfo.aiflags & AI_DUCKED)
		return;
	self->monsterinfo.aiflags |= AI_DUCKED;
	self->maxs[2] -= 32;
	self->takedamage = DAMAGE_YES;
	gi.linkentity (self);
}

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

void brain_duck_up (edict_t *self)
{
	self->monsterinfo.aiflags &= ~AI_DUCKED;
	self->maxs[2] += 32;
	self->takedamage = DAMAGE_AIM;
	gi.linkentity (self);
}

mframe_t brain_frames_duck [] =

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