thirtyflightsofloving/missionpack/m_q1knight.c
Knightmare66 45a81cf57b Fixed shootable func_door_secret not working in default Lazarus and missionpack DLLs.
Cleaned up strig handling functions in game DLLs.
Refactored ThrowGib(), ThrowHead() and ThrowDebris() functions in missionpack DLL.
2021-01-26 00:08:08 -05:00

483 lines
10 KiB
C

/*
==============================================================================
QUAKE KNIGHT
==============================================================================
*/
#include "g_local.h"
#include "m_q1knight.h"
static int sound_sword1;
static int sound_sword2;
static int sound_death;
static int sound_gib;
static int sound_pain;
static int sound_idle;
static int sound_sight;
void knight_stand (edict_t *self);
void knight_walk (edict_t *self);
void knight_check_dist (edict_t *self);
//
// SOUNDS
//
void knight_sight_sound (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); // WAS ATTN_IDLE
self->style ++;
}
void knight_sight (edict_t *self, edict_t *other)
{
if(self->style <= 1)
knight_sight_sound(self);
knight_check_dist(self);
}
void knight_idle_sound (edict_t *self)
{
if(random() < 0.1)
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); // WAS ATTN_STATIC
}
void knight_sword_sound (edict_t *self)
{
//if(self->style)
// return;
if(random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_sword1, 1, ATTN_NORM, 0); // WAS ATTN_IDLE
else
gi.sound (self, CHAN_VOICE, sound_sword2, 1, ATTN_NORM, 0); // WAS ATTN_IDLE
//self->style = 1;
}
mframe_t knight_frames_kneel[] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t knight_move_kneel = {FRAME_kneel1, FRAME_kneel5, knight_frames_kneel, knight_stand};
void knight_kneel (edict_t *self)
{
if(random() < 0.1)
self->monsterinfo.currentmove = &knight_move_kneel;
}
mframe_t knight_frames_standing[] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t knight_move_standing = {FRAME_standing2, FRAME_standing5, knight_frames_standing, knight_walk};
void knight_standing (edict_t *self)
{
if(random() < 0.2)
self->monsterinfo.currentmove = &knight_move_standing;
}
//
// STAND
//
mframe_t knight_frames_stand [] =
{
ai_stand, 0, knight_idle_sound,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, knight_kneel,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t knight_move_stand = {FRAME_stand1, FRAME_stand9, knight_frames_stand, knight_stand};
void knight_stand (edict_t *self)
{
self->monsterinfo.currentmove = &knight_move_stand;
}
//
// WALK
//
mframe_t knight_frames_walk [] =
{
ai_walk, 3, knight_idle_sound,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 4, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 4, NULL,
ai_walk, 3, knight_standing,
ai_walk, 3, NULL,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 4, NULL,
ai_walk, 3, NULL
};
mmove_t knight_move_walk = {FRAME_walk1, FRAME_walk14, knight_frames_walk, knight_walk};
void knight_walk (edict_t *self)
{
self->monsterinfo.currentmove = &knight_move_walk;
}
//
// RUN
//
// can be improved
void knight_check_dist (edict_t *self)
{
if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
return;
if (range(self, self->enemy) == RANGE_MELEE)
{
self->monsterinfo.nextframe = FRAME_attackb1;
}
else
{
if(random() > 0.6)
self->monsterinfo.nextframe = FRAME_runattack1;
else
self->monsterinfo.nextframe = FRAME_runb1;
}
}
mframe_t knight_frames_run [] =
{
ai_run, 16, NULL,
ai_run, 20, NULL,
ai_run, 13, NULL,
ai_run, 7, NULL,
ai_run, 16, NULL,
ai_run, 20, NULL,
ai_run, 14, NULL,
ai_run, 6, knight_check_dist
};
mmove_t knight_move_run = {FRAME_runb1, FRAME_runb8, knight_frames_run, NULL};
void knight_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &knight_move_stand;
else
self->monsterinfo.currentmove = &knight_move_run;
}
void knight_attack (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 2);
if (fire_hit (self, aim, (10 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_sword1, 1, ATTN_NORM, 0);
}
mframe_t knight_frames_attack_run [] =
{
ai_charge, 20, NULL,
ai_charge, 20, knight_sword_sound,
ai_charge, 13, NULL,
ai_charge, 7, NULL,
ai_charge, 16, NULL,
ai_charge, 20, knight_attack,
ai_charge, 14, NULL,
ai_charge, 14, NULL,
ai_charge, 14, NULL,
ai_charge, 14, NULL,
ai_charge, 6, knight_check_dist
};
mmove_t knight_move_attack_run = {FRAME_runattack1, FRAME_runattack11, knight_frames_attack_run, knight_run};
void knight_attack_run (edict_t *self)
{
self->monsterinfo.currentmove = &knight_move_attack_run;
}
void knight_hit_left (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 4);
if (fire_hit (self, aim, (10 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_sword1, 1, ATTN_NORM, 0);
}
mframe_t knight_frames_attack [] =
{
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, knight_hit_left,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, knight_check_dist
};
mmove_t knight_move_attack = {FRAME_attackb1, FRAME_attackb10, knight_frames_attack, knight_run};
void knight_melee (edict_t *self)
{
self->monsterinfo.currentmove = &knight_move_attack;
}
//
// PAIN
//
mframe_t knight_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t knight_move_pain1 = {FRAME_pain1, FRAME_pain3, knight_frames_pain1, knight_run};
mframe_t knight_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,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t knight_move_pain2 = {FRAME_painb1, FRAME_painb11, knight_frames_pain2, knight_run};
void knight_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (level.time < self->pain_debounce_time)
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);
self->pain_debounce_time = level.time + 1.1;
if(random() <0.85)
self->monsterinfo.currentmove = &knight_move_pain1;
else
self->monsterinfo.currentmove = &knight_move_pain2;
}
//
// DEATH
//
void knight_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->svflags |= SVF_DEADMONSTER;
gi.linkentity (self);
}
void knight_nogib (edict_t *self)
{
self->gib_health = -10000;
}
mframe_t knight_frames_death1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, knight_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
};
mmove_t knight_move_death1 = {FRAME_death1, FRAME_death10, knight_frames_death1, knight_dead};
mframe_t knight_frames_death2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, knight_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 knight_move_death2 = {FRAME_deathb1, FRAME_deathb11, knight_frames_death2, knight_dead};
void knight_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
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/q1gib3/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead(self, "models/monsters/q1knight/head/tris.md2", 0, 0, damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
gi.sound (self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
if(random() < 0.5)
self->monsterinfo.currentmove = &knight_move_death1;
else
self->monsterinfo.currentmove = &knight_move_death2;
}
//
// SPAWN
//
/*QUAKED monster_q1_knight (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
model="models/monsters/q1knight/tris.md2"
*/
void SP_monster_q1_knight (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_sword1 = gi.soundindex ("q1knight/sword1.wav");
sound_sword2 = gi.soundindex ("q1knight/sword2.wav");
sound_death = gi.soundindex ("q1knight/kdeath.wav");
sound_gib = gi.soundindex ("q1player/udeath.wav");
sound_pain = gi.soundindex ("q1knight/khurt.wav");
sound_idle = gi.soundindex ("q1knight/idle.wav");
sound_sight = gi.soundindex ("q1knight/ksight.wav");
// precache gibs
gi.modelindex ("models/monsters/q1knight/head/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib1/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/q1knight/tris.md2");
self->s.skinnum = self->style;
}
self->s.modelindex = gi.modelindex ("models/monsters/q1knight/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 32);
if (!self->health)
self->health = 75;
if (!self->gib_health)
self->gib_health = -40;
if (!self->mass)
self->mass = 125;
self->pain = knight_pain;
self->die = knight_die;
self->flags |= FL_Q1_MONSTER;
self->monsterinfo.stand = knight_stand;
self->monsterinfo.walk = knight_walk;
self->monsterinfo.run = knight_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = knight_attack_run;
self->monsterinfo.melee = knight_melee;
self->monsterinfo.sight = knight_sight;
self->monsterinfo.search = knight_stand;
self->monsterinfo.idle = knight_stand;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.30;
// 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 = "Knight";
self->class_id = ENTITY_MONSTER_Q1_KNIGHT;
gi.linkentity (self);
self->monsterinfo.currentmove = &knight_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}