/* ============================================================================== GLADIATOR ============================================================================== */ #include "g_local.h" #include "m_gladiator.h" static int sound_pain1; static int sound_pain2; static int sound_die; static int sound_gun; static int sound_cleaver_swing; static int sound_cleaver_hit; static int sound_cleaver_miss; static int sound_idle; static int sound_search; static int sound_sight; void gladiator_idle (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } void gladiator_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void gladiator_search (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); } void gladiator_cleaver_swing (edict_t *self) { gi.sound (self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); } mframe_t gladiator_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 gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL}; void gladiator_stand (edict_t *self) { self->monsterinfo.currentmove = &gladiator_move_stand; } mframe_t gladiator_frames_walk [] = { ai_walk, 15, NULL, ai_walk, 7, NULL, ai_walk, 6, NULL, ai_walk, 5, NULL, ai_walk, 2, NULL, ai_walk, 0, NULL, ai_walk, 2, NULL, ai_walk, 8, NULL, ai_walk, 12, NULL, ai_walk, 8, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 2, NULL, ai_walk, 2, NULL, ai_walk, 1, NULL, ai_walk, 8, NULL }; mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL}; void gladiator_walk (edict_t *self) { self->monsterinfo.currentmove = &gladiator_move_walk; } mframe_t gladiator_frames_run [] = { ai_run, 23, NULL, ai_run, 14, NULL, ai_run, 14, NULL, ai_run, 21, NULL, ai_run, 12, NULL, ai_run, 13, NULL }; mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL}; void gladiator_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &gladiator_move_stand; else self->monsterinfo.currentmove = &gladiator_move_run; } void GaldiatorMelee (edict_t *self) { vec3_t aim; VectorSet (aim, MELEE_DISTANCE, self->mins[0], -4); if (fire_hit (self, aim, (20 + (rand() %5)), 300)) gi.sound (self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0); } mframe_t gladiator_frames_attack_melee [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, gladiator_cleaver_swing, ai_charge, 0, NULL, ai_charge, 0, GaldiatorMelee, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, gladiator_cleaver_swing, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GaldiatorMelee, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run}; void gladiator_melee(edict_t *self) { self->monsterinfo.currentmove = &gladiator_move_attack_melee; } void GladiatorGun (edict_t *self) { vec3_t start; vec3_t dir; vec3_t forward, right; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start); // calc direction to where we targted VectorSubtract (self->pos1, start, dir); VectorNormalize (dir); monster_fire_railgun (self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1); } mframe_t gladiator_frames_attack_gun [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, GladiatorGun, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run}; void gladiator_attack(edict_t *self) { float range; vec3_t v; // a small safe zone VectorSubtract (self->s.origin, self->enemy->s.origin, v); range = VectorLength(v); if (range <= (MELEE_DISTANCE + 32)) return; // charge up the railgun gi.sound (self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0); VectorCopy (self->enemy->s.origin, self->pos1); //save for aiming the shot self->pos1[2] += self->enemy->viewheight; self->monsterinfo.currentmove = &gladiator_move_attack_gun; } mframe_t gladiator_frames_pain [] = { 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 gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run}; mframe_t gladiator_frames_pain_air [] = { 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 gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run}; void gladiator_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) { if ((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain)) self->monsterinfo.currentmove = &gladiator_move_pain_air; return; } self->pain_debounce_time = level.time + 3; 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 (skill->value == 3) return; // no pain anims in nightmare if (self->velocity[2] > 100) self->monsterinfo.currentmove = &gladiator_move_pain_air; else self->monsterinfo.currentmove = &gladiator_move_pain; } void gladiator_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 gladiator_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, 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 gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead}; void gladiator_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) { 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 = &gladiator_move_death; } void SP_monster_gladiator_precache(void) { sound_pain1 = gi.soundindex ("gladiator/pain.wav"); sound_pain2 = gi.soundindex ("gladiator/gldpain2.wav"); sound_die = gi.soundindex ("gladiator/glddeth2.wav"); sound_gun = gi.soundindex ("gladiator/railgun.wav"); sound_cleaver_swing = gi.soundindex ("gladiator/melee1.wav"); sound_cleaver_hit = gi.soundindex ("gladiator/melee2.wav"); sound_cleaver_miss = gi.soundindex ("gladiator/melee3.wav"); sound_idle = gi.soundindex ("gladiator/gldidle1.wav"); sound_search = gi.soundindex ("gladiator/gldsrch1.wav"); sound_sight = gi.soundindex ("gladiator/sight.wav"); } /*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight */ void SP_monster_gladiator (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } SP_monster_gladiator_precache(); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; self->s.modelindex = gi.modelindex ("models/monsters/gladiatr/tris.md2"); VectorSet (self->mins, -32, -32, -24); VectorSet (self->maxs, 32, 32, 64); self->health = 400; self->gib_health = -175; self->mass = 400; self->pain = gladiator_pain; self->die = gladiator_die; self->monsterinfo.stand = gladiator_stand; self->monsterinfo.walk = gladiator_walk; self->monsterinfo.run = gladiator_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = gladiator_attack; self->monsterinfo.melee = gladiator_melee; self->monsterinfo.sight = gladiator_sight; self->monsterinfo.idle = gladiator_idle; self->monsterinfo.search = gladiator_search; // Knightmare- added sparks and blood type if (!self->blood_type) self->blood_type = 3; //sparks and blood gi.linkentity (self); self->monsterinfo.currentmove = &gladiator_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }