mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
cedf3628ac
Added close range safety check/trace to Tactician Gunner prox aiming. Added check for nightmare mode for Beta-Class Gladiator and dog.
523 lines
11 KiB
C
523 lines
11 KiB
C
/*
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==============================================================================
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Rottweiler
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==============================================================================
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*/
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#include "g_local.h"
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#include "m_dog.h"
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static int sound_pain;
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static int sound_death;
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static int sound_attack;
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static int sound_sight;
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static int sound_idle;
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void dog_idle (edict_t *self)
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{
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if (random() < 0.2)
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gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
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}
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void dog_sight (edict_t *self, edict_t *other)
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{
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gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
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}
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//STAND
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mframe_t dog_frames_stand [] =
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{
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL,
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ai_stand, 0, NULL
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};
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mmove_t dog_move_stand = {FRAME_stand1, FRAME_stand9, dog_frames_stand, NULL};
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void dog_stand (edict_t *self)
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{
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self->monsterinfo.currentmove = &dog_move_stand;
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}
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// WALK
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mframe_t dog_frames_walk [] =
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{
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ai_walk, 7, dog_idle,
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ai_walk, 7, NULL,
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ai_walk, 7, NULL,
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ai_walk, 7, NULL,
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ai_walk, 7, NULL,
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ai_walk, 7, NULL,
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ai_walk, 7, NULL,
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ai_walk, 7, NULL
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};
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mmove_t dog_move_walk = {FRAME_walk1, FRAME_walk8, dog_frames_walk, NULL};
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void dog_walk (edict_t *self)
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{
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self->monsterinfo.currentmove = &dog_move_walk;
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}
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// RUN
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mframe_t dog_frames_run [] =
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{
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ai_run, 12, dog_idle,
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ai_run, 20, NULL,
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ai_run, 20, NULL,
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ai_run, 16, NULL,
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ai_run, 22, NULL,
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ai_run, 20, NULL,
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ai_run, 12, NULL,
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ai_run, 20, NULL,
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ai_run, 20, NULL,
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ai_run, 16, NULL,
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ai_run, 22, NULL,
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ai_run, 20, NULL
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};
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mmove_t dog_move_run = {FRAME_run1, FRAME_run12, dog_frames_run, NULL};
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void dog_run (edict_t *self)
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{
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if (self->monsterinfo.aiflags & AI_STAND_GROUND)
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self->monsterinfo.currentmove = &dog_move_walk;
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else
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self->monsterinfo.currentmove = &dog_move_run;
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}
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// PAIN
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mframe_t dog_frames_pain1 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t dog_move_pain1 = {FRAME_pain1, FRAME_pain6, dog_frames_pain1, dog_run};
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mframe_t dog_frames_pain2 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, -4, NULL,
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ai_move, -12,NULL,
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ai_move, -12,NULL,
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ai_move, -2, NULL,
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ai_move, 0, NULL,
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ai_move, -4, NULL,
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ai_move, 0, NULL,
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ai_move, -10, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t dog_move_pain2 = {FRAME_painb1, FRAME_painb16, dog_frames_pain2, dog_run};
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void dog_pain (edict_t *self, edict_t *other, float kick, int damage)
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{
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if (self->health < (self->max_health / 2))
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self->s.skinnum |= 1;
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if (level.time < self->pain_debounce_time)
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return;
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self->pain_debounce_time = level.time + 1;
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if (self->health > 0)
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gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0); //WAS ATTN_IDLE
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if (skill->value == 3)
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return; // no pain anims in nightmare
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if (random() < 0.5)
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self->monsterinfo.currentmove = &dog_move_pain1;
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else
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self->monsterinfo.currentmove = &dog_move_pain2;
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}
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// MELEE
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void dog_bite (edict_t *self)
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{
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vec3_t aim;
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VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
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if (fire_hit (self, aim, (random() + random() + random())*8, 100))
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gi.sound (self, CHAN_WEAPON, sound_attack, 1, ATTN_NORM, 0);
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}
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void dog_checkrefire (edict_t *self)
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{
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if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
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return;
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if ( ((skill->value == 2) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
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self->monsterinfo.nextframe = FRAME_attack1;
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}
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mframe_t dog_frames_attack []=
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{
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ai_charge, 10, NULL,
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ai_charge, 10, NULL,
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ai_charge, 10, NULL,
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ai_charge, 10, dog_bite,
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ai_charge, 10, NULL,
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ai_charge, 10, NULL,
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ai_charge, 10, NULL,
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ai_charge, 10, dog_checkrefire
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};
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mmove_t dog_move_attack = {FRAME_attack1, FRAME_attack8, dog_frames_attack, dog_run};
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void dog_melee (edict_t *self)
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{
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self->monsterinfo.currentmove = &dog_move_attack;
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}
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// LEAP
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void dog_jump_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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if (self->health <= 0)
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{
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self->touch = NULL;
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return;
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}
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if (other->takedamage)
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{
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if (VectorLength(self->velocity) > 300)
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{
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vec3_t point;
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vec3_t normal;
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int damage;
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VectorCopy (self->velocity, normal);
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VectorNormalize(normal);
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VectorMA (self->s.origin, self->maxs[0], normal, point);
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damage = 10 + 10 * random();
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T_Damage (other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
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}
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}
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if (!M_CheckBottom (self))
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{
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if (self->groundentity)
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{
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self->monsterinfo.nextframe = FRAME_attack1;
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self->touch = NULL;
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}
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return;
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}
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self->touch = NULL;
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}
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void dogtakeoff (edict_t *self)
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{
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vec3_t forward;
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gi.sound (self, CHAN_VOICE, sound_attack, 1, ATTN_NORM, 0);
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AngleVectors (self->s.angles, forward, NULL, NULL);
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self->s.origin[2] += 1;
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VectorScale (forward, 350, self->velocity);
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self->velocity[2] = 220;
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self->groundentity = NULL;
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self->monsterinfo.attack_finished = level.time + 2;
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self->touch = dog_jump_touch;
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}
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void dogchecklanding (edict_t *self)
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{
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if (self->groundentity)
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{
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self->monsterinfo.attack_finished = 0;
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return;
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}
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if (level.time > self->monsterinfo.attack_finished)
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self->monsterinfo.nextframe = FRAME_attack1;
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}
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mframe_t dog_frames_leap [] =
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{
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ai_charge, 0, NULL,
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ai_charge, 0, dogtakeoff,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, NULL,
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ai_charge, 0, dogchecklanding
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};
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mmove_t dog_move_leap = {FRAME_leap1, FRAME_leap9, dog_frames_leap, dog_run};
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void dog_leap (edict_t *self)
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{
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self->monsterinfo.currentmove = &dog_move_leap;
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}
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//
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// CHECKATTACK
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//
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static qboolean dog_check_melee (edict_t *self)
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{
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if (range (self, self->enemy) == RANGE_MELEE)
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return true;
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return false;
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}
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static qboolean dog_check_jump (edict_t *self)
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{
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vec3_t v;
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float distance;
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if (self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
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return false;
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if (self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
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return false;
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v[0] = self->s.origin[0] - self->enemy->s.origin[0];
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v[1] = self->s.origin[1] - self->enemy->s.origin[1];
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v[2] = 0;
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distance = VectorLength(v);
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if (distance < 80)
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return false;
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if (distance > 80)
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{
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vec3_t offset,end,dir;
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vec3_t forward,right;
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int cont;
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VectorSet(offset, 80, 0, -2);
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AngleVectors (self->s.angles, forward, right, NULL);
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G_ProjectSource (self->s.origin, offset, forward, right, dir);
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VectorMA (self->s.origin, 100 , dir, end);
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cont = gi.pointcontents (end);
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if (!(cont & MASK_SOLID))
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{
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// gi.dprintf("DOG TARGET LANDING IS NOT SOLID\n");
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return false;
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}
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if (random() < 0.7)
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return false;
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}
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return true;
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}
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qboolean dog_checkattack (edict_t *self)
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{
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if (!self->enemy || self->enemy->health <= 0)
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return false;
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if (dog_check_melee(self))
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{
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self->monsterinfo.attack_state = AS_MELEE;
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return true;
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}
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if (dog_check_jump(self))
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{
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self->monsterinfo.attack_state = AS_MISSILE;
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return true;
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}
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return false;
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}
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// DEAD
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void dog_dead (edict_t *self)
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{
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, -8);
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self->movetype = MOVETYPE_TOSS;
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self->svflags |= SVF_DEADMONSTER;
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gi.linkentity (self);
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M_FlyCheck (self);
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// Lazarus monster fade
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if (world->effects & FX_WORLDSPAWN_CORPSEFADE)
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{
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self->think = FadeDieSink;
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self->nextthink = level.time+corpse_fadetime->value;
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}
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}
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mframe_t dog_frames_death1 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t dog_move_death1 = {FRAME_death1, FRAME_death9, dog_frames_death1, dog_dead};
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mframe_t dog_frames_death2 [] =
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{
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL,
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ai_move, 0, NULL
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};
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mmove_t dog_move_death2 = {FRAME_deathb1, FRAME_deathb9, dog_frames_death2, dog_dead};
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void dog_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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int n;
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// check for gib
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if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
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{
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gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
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for (n= 0; n < 2; n++)
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ThrowGib (self, "models/objects/gibs/bone/tris.md2", 0, 0, damage, GIB_ORGANIC);
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for (n= 0; n < 4; n++)
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ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 0, 0, damage, GIB_ORGANIC);
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ThrowHead (self, "models/monsters/dog/h_dog.md2", 0, 0, damage, GIB_ORGANIC);
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self->deadflag = DEAD_DEAD;
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return;
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}
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if (self->deadflag == DEAD_DEAD)
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return;
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// regular death
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gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
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self->s.skinnum |= 1;
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self->deadflag = DEAD_DEAD;
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self->takedamage = DAMAGE_YES;
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if (random() < 0.5)
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self->monsterinfo.currentmove = &dog_move_death1;
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else
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self->monsterinfo.currentmove = &dog_move_death2;
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}
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//
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// SPAWN
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//
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/*QUAKED monster_dog (1 .5 0) (-32 -16 -24) (32 16 32) Ambush Trigger_Spawn Sight GoodGuy NoGib
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model="models/monsters/dog/"
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*/
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void SP_monster_dog (edict_t *self)
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{
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if (deathmatch->value)
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{
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G_FreeEdict (self);
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return;
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}
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sound_pain = gi.soundindex ("dog/dpain1.wav");
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sound_death = gi.soundindex ("dog/ddeath.wav");
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sound_attack = gi.soundindex ("dog/dattack1.wav");
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sound_sight = gi.soundindex ("dog/dsight.wav");
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sound_idle = gi.soundindex ("dog/idle.wav");
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// precache gibs
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gi.modelindex ("mmodels/monsters/dog/h_dog.md2");
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self->movetype = MOVETYPE_STEP;
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self->solid = SOLID_BBOX;
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// Lazarus: special purpose skins
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if ( self->style )
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{
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PatchMonsterModel("models/monsters/dog/dog.md2");
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self->s.skinnum = self->style * 2;
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}
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self->s.modelindex = gi.modelindex ("models/monsters/dog/dog.md2");
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VectorSet (self->mins, -16, -16, -24);
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VectorSet (self->maxs, 16, 16, 8);
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if (!self->health)
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self->health = 50;
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if (!self->gib_health)
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self->gib_health = -100;
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if (!self->mass)
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self->mass = 80;
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self->pain = dog_pain;
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self->die = dog_die;
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self->monsterinfo.stand = dog_stand;
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self->monsterinfo.walk = dog_walk;
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self->monsterinfo.run = dog_run;
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self->monsterinfo.dodge = NULL;
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self->monsterinfo.attack = dog_leap;
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self->monsterinfo.melee = dog_melee;
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self->monsterinfo.sight = dog_sight;
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self->monsterinfo.search = dog_stand;
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self->monsterinfo.idle = dog_stand;
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self->monsterinfo.checkattack = dog_checkattack;
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if (!self->monsterinfo.flies)
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self->monsterinfo.flies = 0.60;
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// Lazarus
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if (self->powerarmor)
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{
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if (self->powerarmortype == 1)
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self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
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else
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self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
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self->monsterinfo.power_armor_power = self->powerarmor;
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}
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self->common_name = "Rottweiler";
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self->class_id = ENTITY_MONSTER_DOG;
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gi.linkentity (self);
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self->monsterinfo.currentmove = &dog_move_stand;
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if (self->health < 0)
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{
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mmove_t *deathmoves[] = {&dog_move_death1,
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&dog_move_death2,
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NULL};
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M_SetDeath (self, (mmove_t **)&deathmoves);
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}
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self->monsterinfo.scale = MODEL_SCALE;
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walkmonster_start (self);
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}
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