/* ============================================================================== floater ============================================================================== */ #include "g_local.h" #include "m_float.h" static int sound_attack2; static int sound_attack3; static int sound_death1; 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; if (!self->enemy || !self->enemy->inuse) //PGM return; //PGM 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}; 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}; 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}; 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}; // PMM - circle strafe frames mframe_t floater_frames_attack1a [] = { ai_charge, 10, NULL, // Blaster attack ai_charge, 10, NULL, ai_charge, 10, NULL, ai_charge, 10, floater_fire_blaster, // BOOM (0, -25.8, 32.5) -- LOOP Starts ai_charge, 10, floater_fire_blaster, ai_charge, 10, floater_fire_blaster, ai_charge, 10, floater_fire_blaster, ai_charge, 10, floater_fire_blaster, ai_charge, 10, floater_fire_blaster, ai_charge, 10, floater_fire_blaster, ai_charge, 10, NULL, ai_charge, 10, NULL, ai_charge, 10, NULL, ai_charge, 10, NULL // -- LOOP Ends }; mmove_t floater_move_attack1a = {FRAME_attak101, FRAME_attak114, floater_frames_attack1a, floater_run}; //pmm 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}; 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}; 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}; 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}; 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}; 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}; mframe_t floater_frames_walk [] = { 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, 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 floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL}; mframe_t floater_frames_run [] = { ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL, ai_run, 13, NULL }; mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, 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}; 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; 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) { float chance; /* if (random() <= 0.5) self->monsterinfo.currentmove = &flyer_move_attack1; else */ // 0% chance of circle in easy // 50% chance in normal // 75% chance in hard // 86.67% chance in nightmare if (!skill->value) chance = 0; else chance = 1.0 - (0.5/(float)(skill->value)); if (random() > chance) { self->monsterinfo.attack_state = AS_STRAIGHT; self->monsterinfo.currentmove = &floater_move_attack1; } else // circle strafe { if (random () <= 0.5) // switch directions self->monsterinfo.lefty = 1 - self->monsterinfo.lefty; self->monsterinfo.attack_state = AS_SLIDING; self->monsterinfo.currentmove = &floater_move_attack1a; } } 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; 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 floater_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { int n; // Knightmare added for (n = 0; n < 4; n++) ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC); for (n = 0; n < 10; n++) ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 0, 0, damage, GIB_METALLIC); for (n = 0; n < 2; n++) ThrowGib (self, "models/objects/gibs/gear/tris.md2", 0, 0, damage, GIB_METALLIC); gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0); BecomeExplosion1 (self); } //=========== //PGM qboolean floater_blocked (edict_t *self, float dist) { if (blocked_checkshot (self, 0.25 + (0.05 * skill->value) )) return true; return false; } //PGM //=========== /*QUAKED monster_floater (1 .5 0) (-24 -24 -24) (24 24 32) Ambush Trigger_Spawn Sight GoodGuy */ 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_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/float/tris.md2"); self->s.skinnum |= self->style * 2; } self->s.modelindex = gi.modelindex ("models/monsters/float/tris.md2"); //Knightmare- changed bbox, was z= 32, -24 VectorSet (self->mins, -24, -24, -16); VectorSet (self->maxs, 24, 24, 40); 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; self->monsterinfo.blocked = floater_blocked; // PGM //Knightmare - sparks, not blood, on damage if (!self->blood_type) self->blood_type = 2; //sparks else self->fogclip |= 2; //custom bloodtype flag // 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 = "Technician"; self->class_id = ENTITY_MONSTER_FLOATER; 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; flymonster_start (self); }