thirtyflightsofloving/missionpack/m_q1scrag.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

419 lines
9.4 KiB
C

/*
==============================================================================
QUAKE SCRAG
==============================================================================
*/
#include "g_local.h"
#include "m_q1scrag.h"
qboolean visible (edict_t *self, edict_t *other);
void q1_fire_acidspit (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed);
qboolean monster_start (edict_t *self);
static int sound_sight;
static int sound_idle1;
static int sound_idle2;
static int sound_attack;
static int sound_die;
static int sound_gib;
static int sound_pain;
static int sound_hit;
void scrag_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void scrag_attack_sound (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_attack, 1, ATTN_NORM, 0); // WAS ATTN_IDLE
}
void scrag_idle (edict_t *self)
{
float wr;
wr = random() * 5;
if (level.time > self->wait)
{
self->wait = level.time + 2;
if (wr > 4.5)
gi.sound (self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);
if (wr < 1.5)
gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
}
}
mframe_t scrag_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, scrag_idle
};
mmove_t scrag_move_stand = {FRAME_hover1, FRAME_hover15, scrag_frames_stand, NULL};
void scrag_stand (edict_t *self)
{
self->monsterinfo.currentmove = &scrag_move_stand;
}
mframe_t scrag_frames_walk [] =
{
ai_walk, 6, scrag_idle,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL,
ai_walk, 6, NULL
};
mmove_t scrag_move_walk = {FRAME_hover1, FRAME_hover15, scrag_frames_walk, NULL};
void scrag_walk (edict_t *self)
{
self->monsterinfo.currentmove = &scrag_move_walk;
}
void scrag_run (edict_t *self);
mframe_t scrag_frames_run [] =
{
ai_run, 12, scrag_idle,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL,
ai_run, 12, NULL
};
mmove_t scrag_move_run = {FRAME_fly1, FRAME_fly14, scrag_frames_run, scrag_run};
void scrag_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &scrag_move_stand;
else
self->monsterinfo.currentmove = &scrag_move_run;
}
mframe_t scrag_frames_pain [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t scrag_move_pain = {FRAME_pain1, FRAME_pain4, scrag_frames_pain, scrag_run};
void scrag_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 2;
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->monsterinfo.currentmove = &scrag_move_pain;
}
void scrag_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);
M_FlyCheck (self);
}
void scrag_nogib (edict_t *self)
{
self->gib_health = -10000;
}
mframe_t scrag_frames_die [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, scrag_nogib,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t scrag_move_die = {FRAME_death1, FRAME_death8, scrag_frames_die, scrag_dead};
void scrag_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 < 3; n++)
ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/monsters/q1scrag/head/tris.md2", 0, 0, damage, GIB_ORGANIC);
self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
gi.sound (self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &scrag_move_die;
}
void scrag_fire (edict_t *self)
{
vec3_t forward, right, start;
vec3_t end, dir;
if (!self->enemy)
return;
// gi.sound (self, CHAN_VOICE, sound_attack, 1, ATTN_NORM, 0);
// fire 1
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLYER_BLASTER_1], forward, right, start);
start[2] += 48; // was 32
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, dir);
VectorNormalize (dir);
/* gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (MZ2_FLYER_BLASTER_1);
gi.multicast (start, MULTICAST_PVS);
*/
q1_fire_acidspit (self, start, dir, 9, 500);
// fire 2
/* AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLYER_BLASTER_2], forward, right, start);
start[2] += 32;
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, dir);
VectorNormalize (dir);
/* gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (MZ2_FLYER_BLASTER_2);
gi.multicast (start, MULTICAST_PVS);
*/
// q1_fire_acidspit (self, start, dir, 9, 500);
}
void scrag_fire2 (edict_t *self)
{
vec3_t forward, right, start;
vec3_t end, dir;
if (!self->enemy)
return;
// gi.sound (self, CHAN_VOICE, sound_attack, 1, ATTN_NORM, 0);
// fire 2
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_FLYER_BLASTER_2], forward, right, start);
//
start[2] += 64; //was 32
VectorCopy (self->enemy->s.origin, end);
end[2] += self->enemy->viewheight;
VectorSubtract (end, start, dir);
VectorNormalize (dir);
/* gi.WriteByte (svc_muzzleflash2);
gi.WriteShort (self - g_edicts);
gi.WriteByte (MZ2_FLYER_BLASTER_2);
gi.multicast (start, MULTICAST_PVS);
*/
q1_fire_acidspit(self,start, dir, 9, 500);
}
mframe_t scrag_frames_attack [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, scrag_attack_sound,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, -1,scrag_fire,
ai_charge, -2,NULL,
ai_charge, -3,NULL,
ai_charge, -2,NULL, // scrag_fire
ai_charge, -1,NULL,
ai_charge, 0, scrag_fire2, // scrag_fire
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t scrag_move_attack = {FRAME_magatt1, FRAME_magatt13, scrag_frames_attack, scrag_run};
void scrag_attack (edict_t *self)
{
self->monsterinfo.currentmove = &scrag_move_attack;
}
//
// SPAWN
//
/*QUAKED monster_q1_scrag (1 .5 0) (-16 -16 -24) (16 16 40) Ambush Trigger_Spawn Sight
model="models/monsters/q1scrag/tris.md2"
*/
void SP_monster_q1_scrag (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_sight = gi.soundindex ("q1scrag/wsight.wav");
sound_idle1 = gi.soundindex ("q1scrag/widle1.wav");
sound_idle2 = gi.soundindex ("q1scrag/widle2.wav");
sound_attack = gi.soundindex ("q1scrag/wattack.wav");
sound_die = gi.soundindex ("q1scrag/wdeath.wav");
sound_gib = gi.soundindex ("q1player/udeath.wav");
sound_pain = gi.soundindex ("q1scrag/wpain.wav");
sound_hit = gi.soundindex ("q1scrag/hit.wav");
// precache gibs
gi.modelindex ("models/monsters/q1scrag/head/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib2/tris.md2");
// precache acidspit
q1_acidspit_precache ();
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/q1scrag/tris.md2");
self->s.skinnum = self->style;
}
self->s.modelindex = gi.modelindex ("models/monsters/q1scrag/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 40);
if (!self->health)
self->health = 80;
if (!self->gib_health)
self->gib_health = -40;
if (!self->mass)
self->mass = 50;
self->pain = scrag_pain;
self->die = scrag_die;
self->flags |= FL_Q1_MONSTER;
self->monsterinfo.stand = scrag_stand;
self->monsterinfo.walk = scrag_walk;
self->monsterinfo.run = scrag_run;
self->monsterinfo.attack = scrag_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = scrag_sight;
self->monsterinfo.idle = scrag_walk;
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 = "Scrag";
self->class_id = ENTITY_MONSTER_Q1_SCRAG;
gi.linkentity (self);
self->monsterinfo.currentmove = &scrag_move_stand;
self->monsterinfo.scale = MODEL_SCALE;
self->flags |= FL_FLY;
if (!self->yaw_speed)
self->yaw_speed = 10;
self->viewheight = 10;
// monster_start (self);
flymonster_start (self);
}