/* ============================================================================== QUAKE SHAMBLER ============================================================================== */ #include "g_local.h" #include "m_q1shambler.h" static int sound_melee1; static int sound_melee2; static int sound_melee3; static int sound_attack; static int sound_boom; // ? static int sound_pain; static int sound_death; static int sound_gib; static int sound_idle; static int sound_sight; void shambler_attack(edict_t *self); void shambler_sight (edict_t *self, edict_t *other) { gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); shambler_attack(self); } /*static*/ void shambler_idle_sound (edict_t *self) { if(!self->enemy && random() > 0.8) gi.sound (self, CHAN_VOICE, sound_idle, 0.8, ATTN_IDLE, 0); } /*static*/ void shambler_melee_sound (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_melee1, 1, ATTN_NORM, 0); } /*static*/ void shambler_melee_sound2 (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_melee2, 1, ATTN_NORM, 0); } /*static*/ void shambler_attack_sound (edict_t *self) { gi.sound (self, CHAN_VOICE, sound_attack, 1, ATTN_NORM, 0); } // STAND void shambler_stand (edict_t *self); mframe_t shambler_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, 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 shambler_move_stand = {FRAME_stand1, FRAME_stand17, shambler_frames_stand, shambler_stand}; void shambler_stand (edict_t *self) { self->monsterinfo.currentmove = &shambler_move_stand; } // WALK void shambler_walk (edict_t *self); mframe_t shambler_frames_walk [] = { ai_walk, 10, shambler_idle_sound, ai_walk, 9, NULL, ai_walk, 9, NULL, ai_walk, 5, NULL, ai_walk, 6, NULL, ai_walk, 12, NULL, ai_walk, 8, NULL, ai_walk, 3, NULL, ai_walk, 13, NULL, ai_walk, 9, NULL, ai_walk, 7, NULL, ai_walk, 7, NULL }; mmove_t shambler_move_walk = {FRAME_walk1, FRAME_walk12, shambler_frames_walk, shambler_walk}; void shambler_walk (edict_t *self) { self->monsterinfo.currentmove = &shambler_move_walk; } //RUN void shambler_run (edict_t *self); mframe_t shambler_frames_run [] = { ai_run, 20, shambler_idle_sound, ai_run, 24, NULL, ai_run, 20, NULL, ai_run, 20, NULL, ai_run, 24, NULL, ai_run, 20, shambler_attack }; mmove_t shambler_move_run = {FRAME_run1, FRAME_run6, shambler_frames_run, shambler_run}; void shambler_run (edict_t *self) { if (self->monsterinfo.aiflags & AI_STAND_GROUND) self->monsterinfo.currentmove = &shambler_move_stand; else self->monsterinfo.currentmove = &shambler_move_run; } mframe_t shambler_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 shambler_move_pain = {FRAME_pain1, FRAME_pain6, shambler_frames_pain, shambler_run}; void shambler_pain (edict_t *self, edict_t *other, float kick, int damage) { if (level.time < self->pain_debounce_time) return; if (self->health <= 0) return; if (skill->value == 3) return; // no pain anims in nightmare if (self->health > 0) gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); if(random() * 400 > damage) return; self->monsterinfo.currentmove = &shambler_move_pain; self->pain_debounce_time = level.time + 2; } void shambler_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 shambler_nogib (edict_t *self) { self->gib_health = -10000; } mframe_t shambler_frames_death [] = { ai_move, 0, NULL, ai_move, 0, NULL, ai_move, 0, shambler_nogib, 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 shambler_move_death = {FRAME_death1, FRAME_death11, shambler_frames_death, shambler_dead}; void shambler_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, sound_gib, 1, ATTN_NORM, 0); for (n = 0; n < 2; n++) ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", damage, GIB_ORGANIC); for (n = 0; n < 4; n++) ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", damage, GIB_ORGANIC); ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", damage, GIB_ORGANIC); ThrowHead (self, "models/monsters/q1shambler/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; self->monsterinfo.currentmove = &shambler_move_death; } // ATTACK void shambler_swing_left (edict_t *self) { vec3_t aim; if (!self->enemy) return; VectorSet (aim, MELEE_DISTANCE*1.2, self->mins[0], 8); if (fire_hit (self, aim, ((random() + random() + random()) * 20), 100)) gi.sound (self, CHAN_VOICE, sound_melee3, 1, ATTN_NORM, 0); //WAS ATTN_IDLE } mframe_t shambler_frames_swingL [] = { ai_charge, 5, shambler_melee_sound2, ai_charge, 3, NULL, ai_charge, 7, NULL, ai_charge, 3, NULL, ai_charge, 7, NULL, ai_charge, 9, NULL, ai_charge, 5, shambler_swing_left, ai_charge, 4, NULL, ai_charge, 8, shambler_attack }; mmove_t shambler_move_swingL_attack = {FRAME_swingl1, FRAME_swingl9, shambler_frames_swingL, shambler_run}; void shambler_swing_right (edict_t *self) { vec3_t aim; if(!self->enemy) return; VectorSet (aim, MELEE_DISTANCE*1.2, self->maxs[0], 8); if (fire_hit (self, aim, ((random() + random() + random()) * 20), 100)) gi.sound (self, CHAN_VOICE, sound_melee3, 1, ATTN_NORM, 0); //WAS ATTN_IDLE } mframe_t shambler_frames_swingR [] = { ai_charge, 1, shambler_melee_sound, ai_charge, 8, NULL, ai_charge, 14,NULL, ai_charge, 7, NULL, ai_charge, 3, NULL, ai_charge, 6, NULL, ai_charge, 6, shambler_swing_right, ai_charge, 3, NULL, ai_charge, 10,shambler_attack }; mmove_t shambler_move_swingR_attack = {FRAME_swingr1, FRAME_swingr9, shambler_frames_swingR, shambler_run}; void shambler_smash (edict_t *self) { vec3_t aim; if(!self->enemy) return; VectorSet (aim, MELEE_DISTANCE*1.2, self->maxs[0], self->maxs[2]); if (fire_hit (self, aim, ((random() + random() + random()) * 40), 100)) gi.sound (self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0); } mframe_t shambler_frames_smash [] = { ai_charge, 2, shambler_melee_sound, ai_charge, 6, NULL, ai_charge, 6, NULL, ai_charge, 5, NULL, ai_charge, 4, NULL, ai_charge, 1, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, shambler_smash, ai_charge, 5, NULL, ai_charge, 4, shambler_attack }; mmove_t shambler_move_smash_attack = {FRAME_smash1, FRAME_smash12, shambler_frames_smash, shambler_run}; static qboolean shambler_magic_attack_ok (vec3_t start, vec3_t end) { vec3_t dir, angles; // check for max distance VectorSubtract (start, end, dir); if (VectorLength(dir) > 600) return false; // check for min/max pitch vectoangles (dir, angles); if (angles[0] < -180) angles[0] += 360; if (fabs(angles[0]) > 30) return false; return true; } // Added from Decino's Q2Infighter code void shambler_sparks (edict_t *self) { vec3_t spark_pt; VectorCopy (self->s.origin, spark_pt); spark_pt[2] += 80.0f; gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_WELDING_SPARKS); gi.WriteByte (15); gi.WritePosition (spark_pt); gi.WriteDir (vec3_origin); gi.WriteByte (15); gi.multicast (spark_pt, MULTICAST_PVS); } void shambler_magic_attack (edict_t *self) { vec3_t offset, start, f, r, end, dir; trace_t tr; int damage = 10; if (!self->enemy) return; // Skip last lighting frame if not on nightmare skill if ( (self->s.frame == 74) && (skill->value < 3) ) return; AngleVectors (self->s.angles, f, r, NULL); VectorSet (offset, 28, 0, 40); G_ProjectSource (self->s.origin, offset, f, r, start); VectorCopy (self->enemy->s.origin, end); if (!shambler_magic_attack_ok(start, end)) { end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8; if (!shambler_magic_attack_ok(start, end)) { end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8; if (!shambler_magic_attack_ok(start, end)) { shambler_run(self); return; } } } VectorCopy (self->enemy->s.origin, end); tr = gi.trace (start, NULL, NULL, end, self, (MASK_SHOT|CONTENTS_WATER|CONTENTS_SLIME|CONTENTS_LAVA)); if (tr.ent != self->enemy) return; if (self->s.frame == FRAME_magic6) gi.sound (self, CHAN_WEAPON, sound_boom, 1, ATTN_NORM, 0); #if 1 // From Decino's Q2Infighter mod gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_LIGHTNING); gi.WriteShort (tr.ent - g_edicts); gi.WriteShort (self - g_edicts); gi.WritePosition (end); gi.WritePosition (start); gi.multicast (self->s.origin, MULTICAST_PVS); #else gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_PARASITE_ATTACK); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (end); gi.multicast (self->s.origin, MULTICAST_PVS); #endif VectorSubtract (start, end, dir); T_Damage (self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, damage, 0, 0, 0); } void shambler_skill3 (edict_t *self) { if (skill->value == 3) shambler_attack(self); } mframe_t shambler_frames_magic_attack[] = { ai_charge, 0, shambler_attack_sound, ai_charge, 0, shambler_sparks, // NULL, ai_charge, 0, shambler_sparks, // NULL, ai_charge, 0, NULL, ai_charge, 0, NULL, ai_charge, 0, shambler_magic_attack, ai_charge, 0, shambler_magic_attack, ai_charge, 0, shambler_magic_attack, ai_charge, 0, shambler_magic_attack, ai_charge, 0, shambler_magic_attack, ai_charge, 0, shambler_skill3, ai_charge, 0, shambler_attack }; mmove_t shambler_move_magic_attack = {FRAME_magic1, FRAME_magic12, shambler_frames_magic_attack, shambler_run}; void shambler_attack (edict_t *self) { float len; vec3_t v; //int i; //i = range (self, self->enemy); if (level.intermissiontime && !Q_stricmp(level.mapname, "bbelief9")) // don't attack intermission cam return; if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0) return; VectorSubtract (self->s.origin, self->enemy->s.origin, v); len = VectorLength (v); if (len < 128) { if (self->health > 500 && random() > 0.6) self->monsterinfo.currentmove = &shambler_move_smash_attack; else { if (random() > 0.5) self->monsterinfo.currentmove = &shambler_move_swingL_attack; else self->monsterinfo.currentmove = &shambler_move_swingR_attack; } } else if((len > 196 && len < 1024) && infront(self,self->enemy)) { self->monsterinfo.currentmove = &shambler_move_magic_attack; } else { self->monsterinfo.currentmove = &shambler_move_run; } } void shambler_melee(edict_t *self) { if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0) { // if(random() > 0.5) // self->monsterinfo.currentmove = &shambler_move_walk; return; } if (range (self, self->enemy) == RANGE_MELEE) { if (self->health > 500 && random() > 0.6) self->monsterinfo.currentmove = &shambler_move_smash_attack; else { if(random() > 0.5) self->monsterinfo.currentmove = &shambler_move_swingL_attack; else self->monsterinfo.currentmove = &shambler_move_swingR_attack; } } } // // SPAWN // /*QUAKED monster_q1_shambler (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight model="models/monsters/q1shambler/tris.md2" */ void SP_monster_q1_shambler (edict_t *self) { if (deathmatch->value) { G_FreeEdict (self); return; } sound_melee1 = gi.soundindex ("q1shambler/melee1.wav"); sound_melee2 = gi.soundindex ("q1shambler/melee1.wav"); sound_melee3 = gi.soundindex ("q1shambler/smack.wav"); sound_attack = gi.soundindex ("q1shambler/sattck1.wav"); sound_boom = gi.soundindex ("q1shambler/sboom.wav"); sound_pain = gi.soundindex ("q1shambler/shurt2.wav"); sound_death = gi.soundindex ("q1shambler/sdeath.wav"); sound_gib = gi.soundindex ("q1player/udeath.wav"); sound_idle = gi.soundindex ("q1shambler/sidle.wav"); sound_sight = gi.soundindex ("q1shambler/ssight.wav"); // precache gibs gi.modelindex ("models/monsters/q1shambler/head/tris.md2"); gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2"); gi.modelindex ("models/objects/q1gibs/q1gib2/tris.md2"); gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2"); self->movetype = MOVETYPE_STEP; self->solid = SOLID_BBOX; // Lazarus: special purpose skins if ( self->style ) { PatchMonsterModel("models/monsters/q1shambler/tris.md2"); self->s.skinnum = self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/q1shambler/tris.md2"); VectorSet (self->mins, -32, -32, -24); VectorSet (self->maxs, 32, 32, 64); if (!self->health) self->health = 600; if (!self->gib_health) self->gib_health = -60; if (!self->mass) self->mass = 600; self->pain = shambler_pain; self->die = shambler_die; self->flags |= FL_Q1_MONSTER; self->monsterinfo.stand = shambler_stand; self->monsterinfo.walk = shambler_walk; self->monsterinfo.run = shambler_run; self->monsterinfo.dodge = NULL; self->monsterinfo.attack = shambler_attack; self->monsterinfo.melee = shambler_melee; self->monsterinfo.sight = shambler_sight; self->monsterinfo.search = shambler_stand; if (!self->monsterinfo.flies) self->monsterinfo.flies = 0.50; // 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 = "Shambler"; self->class_id = ENTITY_MONSTER_Q1_SHAMBLER; gi.linkentity (self); self->monsterinfo.currentmove = &shambler_move_stand; self->monsterinfo.scale = MODEL_SCALE; walkmonster_start (self); }