/* ============================================================================== vulture Based on model by Andrew Eglington and sounds by Magnus Jansén Reimplemented by Knightmare ============================================================================== */ #include "g_local.h" #include "m_vulture.h" #define SF_VULTURE_IN_AIR 8 qboolean visible (edict_t *self, edict_t *other); static int nextmove; // Used for start/stop frames //static int sound_sight; static int sound_perch_idle1; static int sound_perch_idle2; static int sound_perch_idle3; static int sound_soar_idle1; static int sound_soar_idle2; static int sound_soar_idle3; static int sound_flap1; static int sound_flap2; static int sound_flap3; static int sound_peck1; static int sound_peck2; static int sound_peck3; static int sound_pain1; static int sound_pain2; static int sound_death; void vulture_run (edict_t *self); void vulture_sight (edict_t *self, edict_t *other) { // gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void vulture_perch_idle (edict_t *self) { float r; if (random() < 0.3f) { r = random(); if (r < 0.33f) gi.sound (self, CHAN_VOICE, sound_perch_idle1, 1, ATTN_IDLE, 0); else if (r < 0.67f) gi.sound (self, CHAN_VOICE, sound_perch_idle2, 1, ATTN_IDLE, 0); else gi.sound (self, CHAN_VOICE, sound_perch_idle3, 1, ATTN_IDLE, 0); } } void vulture_soar_idle (edict_t *self) { float r; if (random() < 0.3f) { r = random(); if (r < 0.33f) gi.sound (self, CHAN_VOICE, sound_soar_idle1, 1, ATTN_IDLE, 0); else if (r < 0.67f) gi.sound (self, CHAN_VOICE, sound_soar_idle2, 1, ATTN_IDLE, 0); else gi.sound (self, CHAN_VOICE, sound_soar_idle3, 1, ATTN_IDLE, 0); } } void vulture_idle (edict_t *self) { if (self->flags & FL_FLY) vulture_soar_idle (self); else vulture_perch_idle (self); } void vulture_flap (edict_t *self) { float r; if (random() < 0.67f) { r = random(); if (r < 0.33f) gi.sound (self, CHAN_VOICE, sound_flap1, 1, ATTN_IDLE, 0); else if (r < 0.67f) gi.sound (self, CHAN_VOICE, sound_flap2, 1, ATTN_IDLE, 0); else gi.sound (self, CHAN_VOICE, sound_flap3, 1, ATTN_IDLE, 0); } } // // perch // mframe_t vulture_frames_perch [] = { 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 vulture_move_perch = {FRAME_perch1, FRAME_perch30, vulture_frames_perch, NULL}; void vulture_perch (edict_t *self) { self->monsterinfo.currentmove = &vulture_move_perch; } // // walk // mframe_t vulture_frames_walk [] = { ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL, ai_walk, 1, NULL }; mmove_t vulture_move_walk = {FRAME_walk1, FRAME_walk10, vulture_frames_walk, NULL}; // // soar // mframe_t vulture_frames_soar [] = { ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL, ai_walk, 5, NULL }; mmove_t vulture_move_soar = {FRAME_soar1, FRAME_soar42, vulture_frames_soar, NULL}; /* void vulture_soar (edict_t *self) { self->monsterinfo.currentmove = &vulture_move_soar; } */ #if 0 // // bank right // mframe_t vulture_frames_bankright [] = { ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL }; //mmove_t vulture_move_bankright = {FRAME_bankR1, FRAME_bankR10, vulture_frames_bankright, NULL}; void vulture_bankright (edict_t *self) { self->monsterinfo.currentmove = &vulture_move_bankright; } // // bank left // mframe_t vulture_frames_bankleft [] = { ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL, ai_move, 10, NULL }; //mmove_t vulture_move_bankleft = {FRAME_bankL1, FRAME_bankL10, vulture_frames_bankleft, NULL}; void vulture_bankleft (edict_t *self) { self->monsterinfo.currentmove = &vulture_move_bankleft; } #endif void vulture_walk (edict_t *self) { if (self->flags & FL_FLY) { self->monsterinfo.currentmove = &vulture_move_soar; } else { self->monsterinfo.currentmove = &vulture_move_walk; } } // // fly // mframe_t vulture_frames_fly [] = { ai_run, 10, NULL, ai_run, 10, vulture_flap, ai_run, 10, NULL, ai_run, 10, NULL, ai_run, 10, NULL }; mmove_t vulture_move_fly = {FRAME_fly1, FRAME_fly5, vulture_frames_fly, NULL}; /* void vulture_fly (edict_t *self) { self->monsterinfo.currentmove = &vulture_move_fly; } */ // // takeoff // void vulture_airborne (edict_t *self) { self->flags |= FL_FLY; // if (self->flags & FL_FLY) // gi.dprintf ("successfully converted monster_vulture to flying\n"); } mframe_t vulture_frames_takeoff [] = { ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, vulture_airborne }; mmove_t vulture_move_takeoff = {FRAME_takeoff1, FRAME_takeoff6, vulture_frames_takeoff, vulture_run}; /* void vulture_takeoff (edict_t *self) { self->monsterinfo.currentmove = &vulture_move_takeoff; } */ // // land // void vulture_landed (edict_t *self) { self->flags &= ~FL_FLY; // if ( !(self->flags & FL_FLY) ) // gi.dprintf ("successfully converted monster_vulture to ground\n"); } /* mframe_t vulture_frames_land [] = { ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, NULL, ai_move, 5, vulture_landed }; mmove_t vulture_move_land = {FRAME_land1, FRAME_land13, vulture_frames_land, vulture_walk}; void vulture_land (edict_t *self) { self->monsterinfo.currentmove = &vulture_move_land; } */ void vulture_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) { if (self->flags & FL_FLY) { self->monsterinfo.currentmove = &vulture_move_soar; } else { self->monsterinfo.currentmove = &vulture_move_perch; } } else { if (self->flags & FL_FLY) { self->monsterinfo.currentmove = &vulture_move_fly; } else { // takeoff if we're on ground self->monsterinfo.currentmove = &vulture_move_takeoff; } } } // // melee // void vulture_peck (edict_t *self) { vec3_t aim; float r; VectorSet (aim, MELEE_DISTANCE, self->mins[0], 0); if ( fire_hit (self, aim, (int)(10 + (random() * 5)), 0) ) { r = random(); if (r < 0.33f) gi.sound (self, CHAN_WEAPON, sound_peck1, 1, ATTN_NORM, 0); else if (r < 0.67f) gi.sound (self, CHAN_WEAPON, sound_peck2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_WEAPON, sound_peck3, 1, ATTN_NORM, 0); } } mframe_t vulture_frames_melee [] = { ai_charge, 0, NULL, ai_charge, 0, vulture_peck, ai_charge, 0, NULL, ai_charge, 0, NULL }; mmove_t vulture_move_melee = {FRAME_melee1, FRAME_melee4, vulture_frames_melee, vulture_run}; void vulture_melee (edict_t *self) { if (level.time < self->touch_debounce_time) return; self->touch_debounce_time = level.time + 0.5f; self->monsterinfo.currentmove = &vulture_move_melee; } /* void vulture_attack (edict_t *self) { int r; if (!self->enemy) return; r = range(self, self->enemy); if (r == RANGE_MELEE) { self->monsterinfo.currentmove = &vulture_move_melee; } } */ // // pain // mframe_t vulture_frames_pain [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t vulture_move_pain = {FRAME_pain1, FRAME_pain4, vulture_frames_pain, vulture_run}; // // soar pain // mframe_t vulture_frames_soarpain [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t vulture_move_soarpain = {FRAME_soarpain1, FRAME_soarpain4, vulture_frames_soarpain, vulture_run}; void vulture_pain (edict_t *self, edict_t *other, float kick, int damage) { 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 (self->flags & FL_FLY) self->monsterinfo.currentmove = &vulture_move_soarpain; else self->monsterinfo.currentmove = &vulture_move_pain; } // // death // void vulture_dead (edict_t *self) { VectorSet (self->mins, -8, -8, -8); VectorSet (self->maxs, 8, 8, 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 vulture_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; mmove_t vulture_move_death = {FRAME_die1, FRAME_die4, vulture_frames_death, vulture_dead}; // // soar death // mframe_t vulture_frames_soardeath [] = { 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 vulture_move_soardeath = {FRAME_soardie1, FRAME_soardie30, vulture_frames_soardeath, vulture_dead}; void vulture_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 & 32) ) { gi.sound (self, CHAN_VOICE|CHAN_RELIABLE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n = 0; n < 4; n++) ThrowGib (self, "models/monsters/vulture/feather1.md2", 0, 0, damage, GIB_FEATHER); for (n = 0; n < 4; n++) ThrowGib (self, "models/monsters/vulture/feather2.md2", 0, 0, damage, GIB_FEATHER); ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC); ThrowHead (self, "models/objects/gibs/bone2/tris.md2", 0, 0, 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 (self->flags & FL_FLY) self->monsterinfo.currentmove = &vulture_move_soardeath; else self->monsterinfo.currentmove = &vulture_move_death; } /*QUAKED monster_vulture (1 .5 0) (-8 -8 -8) (8 8 8) Ambush Trigger_Spawn Sight InAir GoodGuy NoGib */ void SP_monster_vulture (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } // sound_sight = gi.soundindex ("vulture/sight1.wav"); sound_perch_idle1 = gi.soundindex ("vulture/perch_idle1.wav"); sound_perch_idle2 = gi.soundindex ("vulture/perch_idle2.wav"); sound_perch_idle3 = gi.soundindex ("vulture/perch_idle3.wav"); sound_soar_idle1 = gi.soundindex ("vulture/soar_idle1.wav"); sound_soar_idle2 = gi.soundindex ("vulture/soar_idle2.wav"); sound_soar_idle3 = gi.soundindex ("vulture/soar_idle3.wav"); sound_flap1 = gi.soundindex ("vulture/flap1.wav"); sound_flap2 = gi.soundindex ("vulture/flap2.wav"); sound_flap3 = gi.soundindex ("vulture/flap3.wav"); sound_peck1 = gi.soundindex ("vulture/peck1.wav"); sound_peck2 = gi.soundindex ("vulture/peck2.wav"); sound_peck3 = gi.soundindex ("vulture/peck3.wav"); sound_pain1 = gi.soundindex ("vulture/pain1.wav"); sound_pain2 = gi.soundindex ("vulture/pain2.wav"); sound_death = gi.soundindex ("vulture/death1.wav"); // precache feather gibs gi.modelindex ("models/monsters/vulture/feather1.md2"); gi.modelindex ("models/monsters/vulture/feather2.md2"); // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/vulture/tris.md2"); self->s.skinnum = self->style; } self->s.modelindex = gi.modelindex ("models/monsters/vulture/tris.md2"); VectorSet (self->mins, -8, -8, -8); VectorSet (self->maxs, 8, 8, 8); // was 8, 8, 10 self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // if spawned as landed, bump origin so we don't start in a brush /* if ( !(self->spawnflags & SF_VULTURE_IN_AIR) ) { self->s.origin[2] += 8; } */ if (!self->health) self->health = 50; if (!self->gib_health) self->gib_health = -20; if (!self->mass) self->mass = 50; self->pain = vulture_pain; self->die = vulture_die; self->monsterinfo.stand = vulture_perch; self->monsterinfo.walk = vulture_walk; self->monsterinfo.run = vulture_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = NULL; self->monsterinfo.melee = vulture_melee; self->monsterinfo.sight = vulture_sight; self->monsterinfo.idle = vulture_idle; self->monsterinfo.search = NULL; self->monsterinfo.blocked = NULL; if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.05; // 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 = "Vulture"; self->class_id = ENTITY_MONSTER_VULTURE; self->spawnflags |= SF_MONSTER_KNOWS_MIRRORS; gi.linkentity (self); // self->monsterinfo.currentmove = &vulture_move_perch; if (self->spawnflags & SF_VULTURE_IN_AIR) { self->monsterinfo.currentmove = &vulture_move_soar; flymonster_start (self); } else { self->monsterinfo.currentmove = &vulture_move_perch; walkmonster_start (self); } if (self->health < 0) { mmove_t *deathmoves[] = {&vulture_move_death, NULL}; M_SetDeath (self, (mmove_t **)&deathmoves); } self->monsterinfo.scale = MODEL_SCALE; }