/* Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* ============================================================================== floater ============================================================================== */ #include "g_local.h" #include "m_float.h" static int sound_attack2; static int sound_attack3; static int sound_death1; static int sound_death2; static int sound_death3; static int sound_idle; static int sound_pain1; static int sound_pain2; //static int sound_sight; void floater_sight (edict_t *self, edict_t *other) { //gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); } void floater_idle (edict_t *self) { if(!(self->spawnflags & SF_MONSTER_AMBUSH)) gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); } //void floater_stand1 (edict_t *self); void floater_dead (edict_t *self); void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void floater_run (edict_t *self); void floater_wham (edict_t *self); void floater_zap (edict_t *self); void floater_fire_blaster (edict_t *self) { vec3_t start; vec3_t forward, right; vec3_t end; vec3_t dir; int effect; return; if ((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107)) effect = EF_HYPERBLASTER; else effect = 0; AngleVectors (self->s.angles, forward, right, NULL); G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start); VectorCopy (self->enemy->s.origin, end); end[2] += self->enemy->viewheight; // Lazarus fog reduction of accuracy if(self->monsterinfo.visibility < FOG_CANSEEGOOD) { end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility); } VectorSubtract (end, start, dir); monster_fire_blaster (self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect, BLASTER_ORANGE); } mframe_t floater_frames_stand1 [] = { 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, 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 floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL}; mmove_t floater_move_stand1 = {0, 0, floater_frames_stand1, NULL}; mframe_t floater_frames_stand2 [] = { 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, 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 floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL}; mmove_t floater_move_stand2 = {0, 0, floater_frames_stand2, NULL}; void floater_stand (edict_t *self) { if (random() <= 0.5) self->monsterinfo.currentmove = &floater_move_stand1; else self->monsterinfo.currentmove = &floater_move_stand2; } mframe_t floater_frames_activate [] = { 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 floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL}; mmove_t floater_move_activate = {0, 0, floater_frames_activate, NULL}; mframe_t floater_frames_attack1 [] = { ai_charge, 0, NULL, // Blaster attack ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, floater_fire_blaster, // BOOM (0, -25.8, 32.5) -- LOOP Starts ai_charge, 0, floater_fire_blaster, ai_charge, 0, floater_fire_blaster, ai_charge, 0, floater_fire_blaster, ai_charge, 0, floater_fire_blaster, ai_charge, 0, floater_fire_blaster, ai_charge, 0, floater_fire_blaster, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL // -- LOOP Ends }; //mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run}; mmove_t floater_move_attack1 = {0, 0, floater_frames_attack1, floater_run}; mframe_t floater_frames_attack2 [] = { ai_charge, 0, NULL, // Claws ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, floater_wham, // WHAM (0, -45, 29.6) -- LOOP Starts ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, // -- LOOP Ends ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; //mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run}; mmove_t floater_move_attack2 = {0, 0, floater_frames_attack2, floater_run}; mframe_t floater_frames_attack3 [] = { ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, floater_zap, // -- LOOP Starts ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, // -- LOOP Ends ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL }; //mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run}; mmove_t floater_move_attack3 = {0, 0, floater_frames_attack3, floater_run}; mframe_t floater_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 }; //mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead}; mmove_t floater_move_death = {0, 0, floater_frames_death, floater_dead}; mframe_t floater_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 }; //mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run}; mmove_t floater_move_pain1 = {0, 0, floater_frames_pain1, floater_run}; mframe_t floater_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 }; //mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run}; mmove_t floater_move_pain2 = {0, 0, floater_frames_pain2, floater_run}; mframe_t floater_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, ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, NULL }; //mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run}; mmove_t floater_move_pain3 = {0, 0, floater_frames_pain3, floater_run}; mframe_t floater_frames_walk [] = { ai_walk, 6, NULL, ai_walk, 6, NULL, ai_walk, 6, NULL }; //mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL}; mmove_t floater_move_walk = {0, 0, floater_frames_walk, NULL}; mframe_t floater_frames_run [] = { ai_run, 6, NULL, ai_run, 6, NULL, ai_run, 6, NULL }; //mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL}; mmove_t floater_move_run = {0, 0, floater_frames_run, NULL}; void floater_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &floater_move_stand1; else self->monsterinfo.currentmove = &floater_move_run; } void floater_walk (edict_t *self) { self->monsterinfo.currentmove = &floater_move_walk; } void floater_wham (edict_t *self) { static vec3_t aim = {MELEE_DISTANCE, 0, 0}; return; gi.sound (self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0); fire_hit (self, aim, 5 + rand() % 6, -50); } void floater_zap (edict_t *self) { vec3_t forward, right; vec3_t origin; vec3_t dir; vec3_t offset; return; VectorSubtract (self->enemy->s.origin, self->s.origin, dir); AngleVectors (self->s.angles, forward, right, NULL); //FIXME use a flash and replace these two lines with the commented one VectorSet (offset, 18.5, -0.9, 10); G_ProjectSource (self->s.origin, offset, forward, right, origin); // G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin); gi.sound (self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0); //FIXME use the flash, Luke gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SPLASH); gi.WriteByte (32); gi.WritePosition (origin); gi.WriteDir (dir); gi.WriteByte (1); //sparks gi.multicast (origin, MULTICAST_PVS); T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY, MOD_UNKNOWN); } void floater_attack(edict_t *self) { self->monsterinfo.currentmove = &floater_move_attack1; } void floater_melee(edict_t *self) { if (random() < 0.5) self->monsterinfo.currentmove = &floater_move_attack3; else self->monsterinfo.currentmove = &floater_move_attack2; } void floater_pain (edict_t *self, edict_t *other, float kick, int damage) { int n; return; if (self->health < (self->max_health / 2)) { self->s.skinnum |= 1; if (!(self->fogclip & 2)) //custom bloodtype flag check self->blood_type = 3; //sparks and blood } 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 n = (rand() + 1) % 3; if (n == 0) { gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &floater_move_pain1; } else { gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); self->monsterinfo.currentmove = &floater_move_pain2; } } void floater_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 balloonboom (edict_t *self) { float randSpeed; edict_t *gib; vec3_t forward, right, v, randAng; int i; int skin; gib = G_Spawn(); gi.setmodel (gib, "models/monsters/drone/shred.md2"); gib->solid = SOLID_NOT; VectorCopy(self->s.origin, gib->s.origin); gib->s.origin[2] += 45; for (i = 0; i < 3; i++) gib->s.origin[i] += crandom()*10; gib->gravity = 0.05; gib->movetype = MOVETYPE_TOSS; gib->avelocity[0] = crandom()*512; gib->avelocity[1] = crandom()*512; gib->avelocity[2] = crandom()*512; //vectoangles(randAng,randAng); randAng[0] = crandom() * 360; randAng[1] = crandom() * 360; randAng[2] = 512 + crandom() * 16; AngleVectors(randAng, forward, NULL, NULL); forward[2] += random() * 3; forward[0] += random() * 2.5; forward[1] += random() * 2.5; randSpeed = 32; VectorScale (forward, randSpeed, gib->velocity); //add player velocity. VectorAdd (gib->velocity, self->velocity, gib->velocity); //gib->s.renderfx |= RF_MINLIGHT; skin = random() * 3; if (skin <= 0) gib->s.skinnum = 0; else if (skin == 1) gib->s.skinnum = 1; else gib->s.skinnum = 2; gib->think = G_FreeEdict; gib->nextthink = level.time + 3 + random() * 3; gi.linkentity (gib); } void floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int rand1; int n; // Knightmare- gibs! ThrowGib (self, "models/monsters/drone/gib_body.md2", damage, GIB_METALLIC); for (n= 0; n < 3; n++) ThrowGib (self, "models/monsters/drone/gib_debris.md2", damage, GIB_METALLIC); for (n= 0; n < 64; n++) balloonboom(self); //BC 3-19-2012 this is causing some really weird system problems (disappearing ui, garbled console) when this is activated. //spawn the particles. /* gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_SHRED); gi.WritePosition (self->s.origin); gi.WriteDir (vec3_origin); gi.multicast (self->s.origin, MULTICAST_PVS); */ rand1 = random() * 5 ; if (rand1 <= 1) gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); else if (rand1 <= 3) gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0); else gi.sound (self, CHAN_VOICE, sound_death3, 1, ATTN_NORM, 0); //BecomeExplosion1(self); //gi.dprintf("%d\n", rand1); G_FreeEdict (self); } /*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight */ void SP_monster_floater (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_attack2 = gi.soundindex ("floater/fltatck2.wav"); sound_attack3 = gi.soundindex ("floater/fltatck3.wav"); sound_death1 = gi.soundindex ("floater/fltdeth1.wav"); sound_death2 = gi.soundindex ("floater/fltdeth2.wav"); sound_death3 = gi.soundindex ("floater/fltdeth3.wav"); sound_idle = gi.soundindex ("floater/fltidle1.wav"); sound_pain1 = gi.soundindex ("floater/fltpain1.wav"); sound_pain2 = gi.soundindex ("floater/fltpain2.wav"); //sound_sight = gi.soundindex ("floater/fltsght1.wav"); gi.soundindex ("floater/fltatck1.wav"); self->s.sound = gi.soundindex ("floater/fltsrch1.wav"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/drone/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/drone/tris.md2"); VectorSet (self->mins, -8, -8, -24); VectorSet (self->maxs, 8, 8, 32); // Lazarus: mapper-configurable health if(!self->health) self->health = 200; if(!self->gib_health) self->gib_health = -80; if(!self->mass) self->mass = 300; self->pain = floater_pain; self->die = floater_die; self->monsterinfo.stand = floater_stand; self->monsterinfo.walk = floater_walk; self->monsterinfo.run = floater_run; // self->monsterinfo.dodge = floater_dodge; self->monsterinfo.attack = floater_attack; self->monsterinfo.melee = floater_melee; self->monsterinfo.sight = floater_sight; self->monsterinfo.idle = floater_idle; // Knightmare- added sparks and blood type if (!self->blood_type) self->blood_type = 2; //sparks else self->fogclip |= 2; //custom bloodtype flag // Lazarus if(self->powerarmor) { self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD; self->monsterinfo.power_armor_power = self->powerarmor; } self->common_name = "Technician"; gi.linkentity (self); if(self->health < 0) { mmove_t *deathmoves[] = {&floater_move_death, NULL}; if(!M_SetDeath(self,(mmove_t **)&deathmoves)) self->monsterinfo.currentmove = &floater_move_stand1; } else { if (random() <= 0.5) self->monsterinfo.currentmove = &floater_move_stand1; else self->monsterinfo.currentmove = &floater_move_stand2; } self->monsterinfo.scale = MODEL_SCALE; if (random() > 0.7) self->health = 1; flymonster_start (self); }