/* ============================================================================== hover ============================================================================== */ #include "g_local.h" #include "m_hover.h" qboolean visible (edict_t *self, edict_t *other); static int sound_pain1; static int sound_pain2; static int sound_death1; static int sound_death2; static int sound_sight; static int sound_search1; static int sound_search2; void hover_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void hover_search (edict_t *self) { if (random() < 0.5) gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0); } void hover_run (edict_t *self); void hover_stand (edict_t *self); void hover_dead (edict_t *self); void hover_attack (edict_t *self); void hover_reattack (edict_t *self); void hover_fire_blaster (edict_t *self); void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); mframe_t hover_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 hover_move_stand = {FRAME_stand01, FRAME_stand30, hover_frames_stand, NULL}; mframe_t hover_frames_stop1 [] = { 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 hover_move_stop1 = {FRAME_stop101, FRAME_stop109, hover_frames_stop1, NULL}; mframe_t hover_frames_stop2 [] = { 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 hover_move_stop2 = {FRAME_stop201, FRAME_stop208, hover_frames_stop2, NULL}; mframe_t hover_frames_takeoff [] = { ai_move, 0, NULL, ai_move, -2, NULL, ai_move, 5, NULL, ai_move, -1, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, -1, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, -6, NULL, ai_move, -9, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 2, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 1, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 3, NULL, ai_move, 2, NULL, ai_move, 0, NULL }; mmove_t hover_move_takeoff = {FRAME_takeof01, FRAME_takeof30, hover_frames_takeoff, NULL}; mframe_t hover_frames_pain3 [] = { 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 hover_move_pain3 = {FRAME_pain301, FRAME_pain309, hover_frames_pain3, hover_run}; mframe_t hover_frames_pain2 [] = { 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 hover_move_pain2 = {FRAME_pain201, FRAME_pain212, hover_frames_pain2, hover_run}; mframe_t hover_frames_pain1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, -8, NULL, ai_move, -4, NULL, ai_move, -6, NULL, ai_move, -4, NULL, ai_move, -3, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 3, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 3, NULL, ai_move, 2, NULL, ai_move, 7, NULL, ai_move, 1, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 2, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 5, NULL, ai_move, 3, NULL, ai_move, 4, NULL }; mmove_t hover_move_pain1 = {FRAME_pain101, FRAME_pain128, hover_frames_pain1, hover_run}; mframe_t hover_frames_land [] = { ai_move, 0, NULL }; mmove_t hover_move_land = {FRAME_land01, FRAME_land01, hover_frames_land, NULL}; mframe_t hover_frames_forward [] = { 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 hover_move_forward = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_forward, NULL}; mframe_t hover_frames_walk [] = { ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL }; mmove_t hover_move_walk = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_walk, NULL}; mframe_t hover_frames_run [] = { ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL }; mmove_t hover_move_run = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_run, NULL}; mframe_t hover_frames_death1 [] = { 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, -10,NULL, ai_move, 3, NULL, ai_move, 5, NULL, ai_move, 4, NULL, ai_move, 7, NULL }; mmove_t hover_move_death1 = {FRAME_death101, FRAME_death111, hover_frames_death1, hover_dead}; mframe_t hover_frames_backward [] = { 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 hover_move_backward = {FRAME_backwd01, FRAME_backwd24, hover_frames_backward, NULL}; mframe_t hover_frames_start_attack [] = { ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL }; mmove_t hover_move_start_attack = {FRAME_attak101, FRAME_attak103, hover_frames_start_attack, hover_attack}; mframe_t hover_frames_attack1 [] = { ai_charge, -10, hover_fire_blaster, ai_charge, -10, hover_fire_blaster, ai_charge, 0, hover_reattack, }; mmove_t hover_move_attack1 = {FRAME_attak104, FRAME_attak106, hover_frames_attack1, NULL}; mframe_t hover_frames_end_attack [] = { ai_charge, 1, NULL, ai_charge, 1, NULL }; mmove_t hover_move_end_attack = {FRAME_attak107, FRAME_attak108, hover_frames_end_attack, hover_run}; void hover_reattack (edict_t *self) { if (self->enemy->health > 0 ) if (visible (self, self->enemy) ) if (random() <= 0.6) { self->monsterinfo.currentmove = &hover_move_attack1; return; } self->monsterinfo.currentmove = &hover_move_end_attack; } void hover_fire_blaster (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t end; vec3_t dir; int effect; if (self->s.frame == FRAME_attak104) effect = EF_HYPERBLASTER; else effect = 0; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_HOVER_BLASTER_1], forward, right, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; VectorSubtract (end, start, dir); monster_fire_blaster (self, start, dir, 1, 1000, MZ2_HOVER_BLASTER_1, effect, BLASTER_ORANGE); } void hover_stand (edict_t *self) { self->monsterinfo.currentmove = &hover_move_stand; } void hover_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &hover_move_stand; else self->monsterinfo.currentmove = &hover_move_run; } void hover_walk (edict_t *self) { self->monsterinfo.currentmove = &hover_move_walk; } void hover_start_attack (edict_t *self) { self->monsterinfo.currentmove = &hover_move_start_attack; } void hover_attack(edict_t *self) { self->monsterinfo.currentmove = &hover_move_attack1; } void hover_pain (edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) self->s.skinnum |= 1; if (level.time < self->pain_debounce_time) return; self->pain_debounce_time = level.time + 3; if (skill->value == 3) return; // no pain anims in nightmare if (damage <= 25) { if (random() < 0.5) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &hover_move_pain3; } else { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &hover_move_pain2; } } else { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &hover_move_pain1; } } void hover_deadthink (edict_t *self) { int n; if (!self->groundentity && level.time < self->timestamp) { self->nextthink = level.time + FRAMETIME; return; } // Knightmare- gibs! gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 8; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 200, GIB_METALLIC); for (n= 0; n < 2; n++) ThrowGib (self, "models/objects/gibs/gear/tris.md2", 200, GIB_METALLIC); for (n= 0; n < 2; n++) ThrowGib (self, "models/objects/gibs/bone/tris.md2", 200, GIB_ORGANIC); for (n= 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 200, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/head2/tris.md2", 200, GIB_ORGANIC); BecomeExplosion1(self); } void hover_dead (edict_t *self) { VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, -8); self->movetype = MOVETYPE_TOSS; self->think = hover_deadthink; self->nextthink = level.time + FRAMETIME; self->timestamp = level.time + 15; gi.linkentity (self); } void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; self->s.skinnum |= 1; // check for gib if (self->health <= self->gib_health) { // Knightmare- more gibs! gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n = 0; n < 8; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC); for (n = 0; n < 2; n++) ThrowGib (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC); for (n = 0; n < 2; n++) ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); for (n = 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); BecomeExplosion1(self); // ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); // self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death if (random() < 0.5) gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &hover_move_death1; } /* Start strafing */ void hover_dodge (edict_t *self, edict_t *attacker, float eta) { int delta = 0; vec3_t forward, right; vec3_t dir; int count = 0; if (self->monsterinfo.currentmove == &hover_move_attack1) if (random() < 0.75) // if we're attacking, stop attacking and dodge 1/4 the time return; self->monsterinfo.attack_state = AS_FLY_STRAFE; // TODO choose an angle to move based on what's around me // start at a random value self->monsterinfo.flyStrafePitch = crandom() * 180; // choose a random delta dir delta = (random() < 0.5 ? 10 : -10); AngleVectors(self->s.angles, forward, right, NULL); // now try to find a direction that'll give us sufficient room to move // (ie. away from walls) count = 36; while(1) { trace_t tr; vec3_t end; RotatePointAroundVector(dir, forward, right, self->monsterinfo.flyStrafePitch); VectorMA(self->s.origin, 96, dir, end); // trace out in this direction tr = gi.trace(self->s.origin, self->mins, self->maxs, end, self, MASK_MONSTERSOLID); if (tr.fraction >= 1.0) break; if (count-- <= 0) break; // we've tried enough times; self->monsterinfo.flyStrafePitch += delta; } self->monsterinfo.flyStrafeTimeout = level.time + /*eta + */ 1.0; //if (random() < 0.5) // self->monsterinfo.currentmove = &hover_move_run; } void SP_monster_hover_precache(void) { sound_pain1 = gi.soundindex ("hover/hovpain1.wav"); sound_pain2 = gi.soundindex ("hover/hovpain2.wav"); sound_death1 = gi.soundindex ("hover/hovdeth1.wav"); sound_death2 = gi.soundindex ("hover/hovdeth2.wav"); sound_sight = gi.soundindex ("hover/hovsght1.wav"); sound_search1 = gi.soundindex ("hover/hovsrch1.wav"); sound_search2 = gi.soundindex ("hover/hovsrch2.wav"); } /*QUAKED monster_hover (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_hover (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } SP_monster_hover_precache(); gi.soundindex ("hover/hovatck1.wav"); self->s.sound = gi.soundindex ("hover/hovidle1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex("models/monsters/hover/tris.md2"); VectorSet (self->mins, -24, -24, -24); VectorSet (self->maxs, 24, 24, 32); self->health = 240; self->gib_health = -100; self->mass = 150; self->pain = hover_pain; self->die = hover_die; self->monsterinfo.stand = hover_stand; self->monsterinfo.walk = hover_walk; self->monsterinfo.run = hover_run; self->monsterinfo.dodge = hover_dodge; self->monsterinfo.attack = hover_start_attack; self->monsterinfo.sight = hover_sight; self->monsterinfo.search = hover_search; // Knightmare- added sparks and blood type if (!self->blood_type) self->blood_type = 3; //sparks and blood gi.linkentity (self); self->monsterinfo.currentmove = &hover_move_stand; self->monsterinfo.scale = MODEL_SCALE; flymonster_start (self); }