/* ============================================================================== QUAKE ENFORCER ============================================================================== */ #include "g_local.h" #include "m_q1enforcer.h" static int sound_pain1; static int sound_pain2; static int sound_death; static int sound_idle; static int sound_sight1; static int sound_sight2; static int sound_sight3; static int sound_sight4; static int sound_fire; void q1enforcer_fire (edict_t *self); void q1enforcer_stand (edict_t *self); /*int q1enforcer_rndidle () { char str[256]; Com_sprintf (str, sizeof(str), "q1enforcer/sight%i.wav", rand()%3+1); return gi.soundindex(str); }*/ void q1enforcer_idlesound (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void q1enforcer_sight (edict_t *self, edict_t *other) { float r = random(); if (r < 0.25) gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0); else if (r < 0.5) gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0); else if (r < 0.75) gi.sound (self, CHAN_VOICE, sound_sight3, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_sight4, 1, ATTN_NORM, 0); } void q1enforcer_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); // gi.sound (self, CHAN_VOICE, q1enforcer_rndidle(), 1, ATTN_IDLE, 0); } mframe_t q1enforcer_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 }; mmove_t q1enforcer_move_stand = {FRAME_stand1, FRAME_stand7, q1enforcer_frames_stand, NULL}; void q1enforcer_stand (edict_t *self) { self->monsterinfo.currentmove = &q1enforcer_move_stand; } mframe_t q1enforcer_frames_walk [] = { ai_walk, 3, NULL, ai_walk, 4, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 4, NULL, ai_walk, 3, NULL, ai_walk, 2, NULL, ai_walk, 0, NULL, ai_walk, 0, NULL, ai_walk, 2, NULL, ai_walk, 3, NULL, ai_walk, 4, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 4, NULL, ai_walk, 3, NULL }; mmove_t q1enforcer_move_walk = {FRAME_walk1, FRAME_walk16, q1enforcer_frames_walk, NULL}; void q1enforcer_walk (edict_t *self) { self->monsterinfo.currentmove = &q1enforcer_move_walk; } mframe_t q1enforcer_frames_run [] = { ai_run, 22, NULL, ai_run, 8, NULL, ai_run, 7, NULL, ai_run, 8, NULL, ai_run, 13, NULL, ai_run, 12, NULL, ai_run, 11, NULL, ai_run, 7, NULL }; mmove_t q1enforcer_move_run = {FRAME_run1, FRAME_run8, q1enforcer_frames_run, NULL}; void q1enforcer_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &q1enforcer_move_stand; else self->monsterinfo.currentmove = &q1enforcer_move_run; } mframe_t q1enforcer_frames_pain3 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t q1enforcer_move_pain3 = {FRAME_paina1, FRAME_paina4, q1enforcer_frames_pain3, q1enforcer_run}; mframe_t q1enforcer_frames_pain2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t q1enforcer_move_pain2 = {FRAME_painb1, FRAME_painb5, q1enforcer_frames_pain2, q1enforcer_run}; mframe_t q1enforcer_frames_pain1 [] = { 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 q1enforcer_move_pain1 = {FRAME_painc1, FRAME_painc8, q1enforcer_frames_pain1, q1enforcer_run}; void q1enforcer_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 (rand()&1) gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); if (skill->value == 3) return; // no pain anims in nightmare if (damage <= 10) self->monsterinfo.currentmove = &q1enforcer_move_pain3; else if (damage <= 25) self->monsterinfo.currentmove = &q1enforcer_move_pain2; else self->monsterinfo.currentmove = &q1enforcer_move_pain1; } void q1enforcer_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); } void q1enforcer_throw_backpack (edict_t *self) { /* edict_t *backpack; backpack = Drop_Item(self, FindItemByClassname("item_q1_backpack")); backpack->item = FindItemByClassname("ammo_cells"); backpack->count = 5; backpack->touch = Touch_Item; backpack->nextthink = level.time + 1800; backpack->think = G_FreeEdict; */ self->gib_health = -10000; } mframe_t q1enforcer_frames_death1 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, q1enforcer_throw_backpack, 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 q1enforcer_move_death1 = {FRAME_death1, FRAME_death14, q1enforcer_frames_death1, q1enforcer_dead}; mframe_t q1enforcer_frames_death2 [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, q1enforcer_throw_backpack, 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 q1enforcer_move_death2 = {FRAME_fdeath1, FRAME_fdeath11, q1enforcer_frames_death2, q1enforcer_dead}; void q1enforcer_whichway (edict_t *self); void q1enforcer_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 && !(self->spawnflags & SF_MONSTER_NOGIB)) { gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex ("q1monstr/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 2; n++) ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/monsters/q1enforcer/head/tris.md2", damage, GIB_ORGANIC); self->deadflag = DEAD_DEAD; return; } if (self->deadflag == DEAD_DEAD) return; // regular death gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0); self->deadflag = DEAD_DEAD; self->takedamage = DAMAGE_YES; if (random() < 0.5) self->monsterinfo.currentmove = &q1enforcer_move_death1; else self->monsterinfo.currentmove = &q1enforcer_move_death2; } void q1enforcer_fire (edict_t *self) { vec3_t forward, right; vec3_t start, target, aim; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_SOLDIER_BLASTER_1], forward, right, start); // project enemy back a bit and target there VectorCopy (self->enemy->s.origin, target); VectorMA (target, -0.2, self->enemy->velocity, target); target[2] += self->enemy->viewheight; VectorSubtract (target, start, aim); VectorNormalize (aim); gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_fire, 1, ATTN_NORM, 0); q1_fire_laser (self, start, aim, 15, 600); } void q1enforcer_secondfire (edict_t *self) { if (!self->radius_dmg) { self->monsterinfo.nextframe = 36; self->radius_dmg = 1; } else self->radius_dmg = 0; } mframe_t q1enforcer_frames_start_chain [] = { ai_charge, 0, NULL, ai_charge, 1, NULL, ai_charge, 1, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, q1enforcer_fire, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, q1enforcer_secondfire, ai_charge, 0, NULL }; mmove_t q1enforcer_move_start_fire = {FRAME_attack1, FRAME_attack10, q1enforcer_frames_start_chain, q1enforcer_run}; void q1enforcer_attack (edict_t *self) { self->monsterinfo.currentmove = &q1enforcer_move_start_fire; } // // SPAWN // /*QUAKED SP_monster_q1_enforcer (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight model="models/monsters/q1enforcer/tris.md2" */ void SP_monster_q1_enforcer (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_pain1 = gi.soundindex ("q1enforcer/pain1.wav"); sound_pain2 = gi.soundindex ("q1enforcer/pain2.wav"); sound_death = gi.soundindex ("q1enforcer/death1.wav"); sound_idle = gi.soundindex ("q1enforcer/idle1.wav"); sound_sight1 = gi.soundindex ("q1enforcer/sight1.wav"); sound_sight2 = gi.soundindex ("q1enforcer/sight2.wav"); sound_sight3 = gi.soundindex ("q1enforcer/sight3.wav"); sound_sight4 = gi.soundindex ("q1enforcer/sight4.wav"); sound_fire = gi.soundindex ("q1enforcer/enfire.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/q1enforcer/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/q1enforcer/tris.md2"); VectorSet (self->mins, -16, -16, -24); VectorSet (self->maxs, 16, 16, 40); if (!self->health) self->health = 80; if (!self->gib_health) self->gib_health = -35; if (!self->mass) self->mass = 175; self->flags |= FL_Q1_MONSTER; self->pain = q1enforcer_pain; self->die = q1enforcer_die; self->monsterinfo.stand = q1enforcer_stand; self->monsterinfo.walk = q1enforcer_walk; self->monsterinfo.run = q1enforcer_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = q1enforcer_attack; self->monsterinfo.melee = NULL; self->monsterinfo.sight = q1enforcer_sight; self->monsterinfo.search = q1enforcer_search; if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.10; // 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 = "Enforcer"; gi.linkentity (self); gi.linkentity (self); self->monsterinfo.currentmove = &q1enforcer_move_stand; self->monsterinfo.scale = 1.000000; self->radius_dmg = 0; walkmonster_start (self); }