/* ============================================================================== hound ============================================================================== */ #include "g_local.h" #include "z_hound.h" static int sound_pain1; static int sound_pain2; static int sound_die; static int sound_launch; static int sound_impact; static int sound_sight; static int sound_bite; static int sound_bitemiss; static int sound_jump; void hound_stand (edict_t *self); void hound_run (edict_t *self); void hound_walk (edict_t *self); void hound_launch (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_launch, 1, ATTN_NORM, 0); } void hound_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_WEAPON, sound_sight, 1, ATTN_NORM, 0); } // // STAND // mframe_t hound_frames_stand1 [] = { ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, // 10 ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL }; mmove_t hound_stand1 = {FRAME_stand1start, FRAME_stand1end, hound_frames_stand1, hound_stand}; mframe_t hound_frames_stand2 [] = { ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, // 10 ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, ai_schoolStand, 0, NULL, // 20 ai_schoolStand, 0, NULL }; mmove_t hound_stand2 = {FRAME_stand2start, FRAME_stand2end, hound_frames_stand2, hound_stand}; void hound_stand (edict_t *self) { if (random() < 0.8) { self->monsterinfo.currentmove = &hound_stand1; } else { self->monsterinfo.currentmove = &hound_stand2; } } // // RUN // mframe_t hound_frames_run [] = { ai_schoolRun, 60, NULL, ai_schoolRun, 60, NULL, ai_schoolRun, 40, NULL, ai_schoolRun, 30, NULL, ai_schoolRun, 30, NULL, ai_schoolRun, 30, NULL, ai_schoolRun, 40, NULL }; mmove_t hound_move_run = {FRAME_runStart, FRAME_runEnd, hound_frames_run, NULL}; void hound_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) hound_stand(self); else self->monsterinfo.currentmove = &hound_move_run; } // // WALK // mframe_t hound_frames_walk [] = { ai_schoolWalk, 7, NULL, ai_schoolWalk, 7, NULL, ai_schoolWalk, 7, NULL, ai_schoolWalk, 7, NULL, ai_schoolWalk, 7, NULL, ai_schoolWalk, 7, NULL, ai_schoolWalk, 7, NULL, ai_schoolWalk, 7, NULL }; mmove_t hound_move_walk = {FRAME_walkStart, FRAME_walkEnd, hound_frames_walk, hound_walk}; void hound_walk (edict_t *self) { self->monsterinfo.currentmove = &hound_move_walk; } // // PAIN // mframe_t hound_frames_pain1 [] = { ai_move, 6, NULL, ai_move, 16, NULL, ai_move, -6, NULL, ai_move, -7, NULL, }; mmove_t hound_move_pain1 = {FRAME_pain1Start, FRAME_pain1End, hound_frames_pain1, hound_run}; mframe_t hound_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 6, NULL, ai_move, 16, NULL, ai_move, -6, NULL, ai_move, -7, NULL, ai_move, 0, NULL, }; mmove_t hound_move_pain2 = {FRAME_pain2Start, FRAME_pain2End, hound_frames_pain2, hound_run}; void hound_pain (edict_t *self, edict_t *other, float kick, int damage) { if (self->health < (self->max_health / 2)) self->s.skinnum = 1; if (random() < 0.5) gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); 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 (random() < 0.5) self->monsterinfo.currentmove = &hound_move_pain1; else self->monsterinfo.currentmove = &hound_move_pain2; } // // MELEE // void hound_bite (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8); if (fire_hit (self, aim, (30 + (rand() %5)), 100)) gi.sound (self, CHAN_WEAPON, sound_bite, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, sound_bitemiss, 1, ATTN_NORM, 0); } void hound_bite2 (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8); fire_hit (self, aim, (30 + (rand() %5)), 100); } mframe_t hound_frames_attack1 [] = { ai_schoolCharge, 0, hound_launch, ai_schoolCharge, 0, NULL, ai_schoolCharge, 0, hound_bite, ai_schoolCharge, 0, hound_bite2 }; mmove_t hound_move_attack1 = {FRAME_attack1Start, FRAME_attack1End, hound_frames_attack1, hound_run}; mframe_t hound_frames_attack2 [] = { ai_schoolCharge, 0, hound_launch, ai_schoolCharge, 0, NULL, ai_schoolCharge, 0, NULL, ai_schoolCharge, 0, NULL, ai_schoolCharge, 0, NULL, ai_schoolCharge, 0, NULL, ai_schoolCharge, 0, NULL, ai_schoolCharge, 0, NULL, ai_schoolCharge, 0, hound_bite, ai_schoolCharge, 0, hound_bite2, ai_schoolCharge, 0, hound_bite2, ai_schoolCharge, 0, hound_bite2, ai_schoolCharge, 0, NULL, }; mmove_t hound_move_attack2 = {FRAME_attack2Start, FRAME_attack2End, hound_frames_attack2, hound_run}; void hound_attack (edict_t *self) { if (random() < 0.6) { self->monsterinfo.currentmove = &hound_move_attack1; } else { self->monsterinfo.currentmove = &hound_move_attack2; } } // // ATTACK // void hound_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if (self->health <= 0) { self->touch = NULL; return; } if (other->takedamage && strcmp(self->classname, other->classname) != 0) { if (VectorLength(self->velocity) > 400) { vec3_t point; vec3_t normal; int damage; VectorCopy (self->velocity, normal); VectorNormalize(normal); VectorMA (self->s.origin, self->maxs[0], normal, point); damage = 40 + 10 * random(); T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN); } } if (!M_CheckBottom (self)) { if (self->groundentity) { self->monsterinfo.nextframe = FRAME_leapLoop; self->touch = NULL; } return; } self->touch = NULL; } void hound_jump_takeoff (edict_t *self) { vec3_t forward; gi.sound (self, CHAN_VOICE, sound_jump, 1, ATTN_NORM, 0); AngleVectors (self->s.angles, forward, NULL, NULL); self->s.origin[2] += 1; VectorScale (forward, 400, self->velocity); self->velocity[2] = 200; self->groundentity = NULL; // self->monsterinfo.aiflags |= AI_JUMPING; self->monsterinfo.attack_finished = level.time + 3; self->touch = hound_jump_touch; } void hound_check_landing (edict_t *self) { if (self->groundentity) { gi.sound (self, CHAN_WEAPON, sound_impact, 1, ATTN_NORM, 0); self->monsterinfo.attack_finished = 0; // self->monsterinfo.aiflags &= ~AI_JUMPING; return; } if (level.time > self->monsterinfo.attack_finished) self->monsterinfo.nextframe = FRAME_leapLoop; else self->monsterinfo.nextframe = FRAME_leapEndStart; } void hound_check_landing2 (edict_t *self) { self->owner = NULL; if (self->groundentity) { gi.sound (self, CHAN_WEAPON, sound_impact, 1, ATTN_NORM, 0); self->monsterinfo.attack_finished = 0; // self->monsterinfo.aiflags &= ~AI_JUMPING; return; } if (level.time > self->monsterinfo.attack_finished) self->monsterinfo.nextframe = FRAME_hattack1Loop; else self->monsterinfo.nextframe = FRAME_hattack1LoopEnd; } mframe_t hound_frames_handlerjump [] = { ai_charge, 0, NULL, ai_charge, 20, hound_jump_takeoff, ai_move, 40, NULL, ai_move, 30, hound_check_landing2, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, }; mmove_t hound_move_handlerjump = {FRAME_hattack1Sep, FRAME_hattack1End, hound_frames_handlerjump, hound_run}; mframe_t hound_frames_jump [] = { ai_charge, 20, NULL, ai_charge, 20, hound_jump_takeoff, ai_move, 40, NULL, ai_move, 30, hound_check_landing, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t hound_move_jump = {FRAME_leapStart, FRAME_leapEnd, hound_frames_jump, hound_run}; void hound_jump (edict_t *self) { self->monsterinfo.currentmove = &hound_move_jump; } /* === attack check routines === */ qboolean hound_check_melee (edict_t *self) { if (range (self, self->enemy) == RANGE_MELEE) return true; return false; } qboolean hound_check_jump (edict_t *self) { vec3_t v; float distance; if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2])) return false; if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2])) return false; v[0] = self->s.origin[0] - self->enemy->s.origin[0]; v[1] = self->s.origin[1] - self->enemy->s.origin[1]; v[2] = 0; distance = VectorLength(v); if (distance < 100) return false; if (distance > 100) { if (random() < 0.9) return false; } return true; } qboolean hound_checkattack (edict_t *self) { if (!self->enemy || self->enemy->health <= 0) return false; if (hound_check_melee(self)) { self->monsterinfo.attack_state = AS_MELEE; return true; } if (hound_check_jump(self)) { self->monsterinfo.attack_state = AS_MISSILE; // FIXME play a jump sound here return true; } return false; } /* === Death Stuff Starts === */ void hound_dead (edict_t *self) { // Lazarus: Stupid... if flies aren't set by M_FlyCheck, monster_think // will cause us to come back here over and over and over // until flies ARE set or monster is gibbed. // This line fixes that: self->nextthink = 0; 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); M_FlyCheck (self); // Lazarus monster fade if (world->effects & FX_WORLDSPAWN_CORPSEFADE) { self->think = FadeDieSink; self->nextthink = level.time+corpse_fadetime->value; } } mframe_t hound_frames_death [] = { 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 hound_move_death = {FRAME_die1Start, FRAME_die1End, hound_frames_death, hound_dead}; void hound_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 && !(self->spawnflags & SF_MONSTER_NOGIB)) { gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); 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); ThrowHead (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; self->monsterinfo.currentmove = &hound_move_death; } /* === End Death Stuff === */ void SP_monster_hound_precache(void) { sound_pain1 = gi.soundindex ("monsters/hound/hpain1.wav"); sound_pain2 = gi.soundindex ("monsters/hound/hpain2.wav"); sound_die = gi.soundindex ("monsters/hound/hdeth1.wav"); sound_launch = gi.soundindex("monsters/hound/hlaunch.wav"); sound_impact = gi.soundindex("monsters/hound/himpact.wav"); sound_sight = gi.soundindex("monsters/hound/hsight1.wav"); sound_jump = gi.soundindex("monsters/hound/hjump.wav"); sound_bite = gi.soundindex("monsters/hound/hbite1.wav"); sound_bitemiss = gi.soundindex("monsters/hound/hbite2.wav"); } /*QUAKED monster_hound (1 .5 0) (-16 -16 -24) (16 16 24) Ambush Trigger_Spawn Sight GoodGuy NoGib model="models/monsters/guard/hound/" */ void SP_monster_hound (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } SP_monster_hound_precache(); // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/guard/hound/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/guard/hound/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 24); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->yaw_speed = 30; if (!self->health) self->health = 175; if (!self->gib_health) self->gib_health = -50; if (!self->mass) self->mass = 250; self->pain = hound_pain; self->die = hound_die; if (self->spawnflags & 0x8) { self->monsterinfo.aiflags2 = AI2_SCHOOLING; } self->monsterinfo.zSchoolSightRadius = 500; self->monsterinfo.zSchoolMaxSpeed = 4; self->monsterinfo.zSchoolMinSpeed = 3; self->monsterinfo.zSpeedStandMax = 1; self->monsterinfo.zSpeedWalkMax = 3; self->monsterinfo.zSchoolDecayRate = 0.95; self->monsterinfo.zSchoolMinimumDistance = 100; self->monsterinfo.stand = hound_stand; self->monsterinfo.walk = hound_walk; self->monsterinfo.run = hound_run; self->monsterinfo.attack = hound_jump; self->monsterinfo.melee = hound_attack; self->monsterinfo.sight = hound_sight; self->monsterinfo.idle = hound_stand; self->monsterinfo.checkattack = hound_checkattack; if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.60; // Lazarus if (self->powerarmor) { if (self->powerarmortype == 1) self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; else self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } self->common_name = "HellHound"; gi.linkentity (self); self->monsterinfo.currentmove = &hound_stand1; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); } void monster_think (edict_t *self); qboolean monster_start (edict_t *self); void hound_createHound (edict_t *self, float healthPercent) { edict_t *hound; hound = G_Spawn(); //*hound = *self; hound->classname = "monster_hound"; hound->s.modelindex = gi.modelindex ("models/monsters/guard/hound/tris.md2"); VectorSet (hound->mins, -16, -16, -24); VectorSet (hound->maxs, 16, 16, 24); VectorCopy(self->s.origin, hound->s.origin); VectorCopy(self->s.old_origin, hound->s.old_origin); VectorCopy(self->s.angles, hound->s.angles); hound->movetype = MOVETYPE_STEP; hound->solid = SOLID_BBOX; hound->takedamage = DAMAGE_YES; hound->svflags |= SVF_MONSTER; hound->svflags &= ~SVF_DEADMONSTER; hound->s.renderfx |= RF_FRAMELERP; hound->clipmask = MASK_MONSTERSOLID; hound->deadflag = DEAD_NO; hound->owner = self; hound->yaw_speed = 30; hound->enemy = self->enemy; hound->ideal_yaw = self->ideal_yaw; hound->health = 175.0 * healthPercent; hound->gib_health = -50; hound->mass = 250; hound->pain = hound_pain; hound->die = hound_die; hound->monsterinfo.stand = hound_stand; hound->monsterinfo.walk = hound_walk; hound->monsterinfo.run = hound_run; hound->monsterinfo.attack = hound_jump; hound->monsterinfo.melee = hound_attack; hound->monsterinfo.sight = hound_sight; hound->monsterinfo.idle = hound_stand; hound->monsterinfo.checkattack = hound_checkattack; hound->monsterinfo.currentmove = &hound_move_handlerjump; hound->monsterinfo.scale = MODEL_SCALE; hound->think = monster_think; hound->nextthink = level.time + FRAMETIME; // Lazarus hound->powerarmor = self->powerarmor; if (hound->powerarmor) { if (hound->powerarmortype == 1) hound->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN; else hound->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; hound->monsterinfo.power_armor_power = self->powerarmor; } hound->monsterinfo.flies = self->monsterinfo.flies; if (!hound->monsterinfo.flies) hound->monsterinfo.flies = 0.60; hound->common_name = "HellHound"; // monster_start(hound); gi.linkentity (hound); // move the fucker now!!! ai_move (hound, 20); }