thirtyflightsofloving/missionpack/m_q1enforcer.c
Knightmare66 cedf3628ac More tweaks to Tactician Gunner prox aiming.
Added close range safety check/trace to Tactician Gunner prox aiming.
Added check for nightmare mode for Beta-Class Gladiator and dog.
2021-07-31 21:47:21 -04:00

435 lines
11 KiB
C

/*
==============================================================================
QUAKE ENFORCER
==============================================================================
*/
#include "g_local.h"
#include "m_q1enforcer.h"
static int sound_pain1;
static int sound_pain2;
static int sound_death;
static int sound_gib;
static int sound_idle;
static int sound_sight1;
static int sound_sight2;
static int sound_sight3;
static int sound_sight4;
static int sound_fire;
void q1enforcer_fire (edict_t *self);
void q1enforcer_stand (edict_t *self);
/*int q1enforcer_rndidle ()
{
char str[256];
Com_sprintf (str, sizeof(str), "q1enforcer/sight%i.wav", rand()%3+1);
return gi.soundindex(str);
}*/
void q1enforcer_idlesound (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void q1enforcer_sight (edict_t *self, edict_t *other)
{
float r = random();
if (r < 0.25)
gi.sound (self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
else if (r < 0.5)
gi.sound (self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
else if (r < 0.75)
gi.sound (self, CHAN_VOICE, sound_sight3, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_sight4, 1, ATTN_NORM, 0);
}
void q1enforcer_search (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
// gi.sound (self, CHAN_VOICE, q1enforcer_rndidle(), 1, ATTN_IDLE, 0);
}
mframe_t q1enforcer_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
};
mmove_t q1enforcer_move_stand = {FRAME_stand1, FRAME_stand7, q1enforcer_frames_stand, NULL};
void q1enforcer_stand (edict_t *self)
{
self->monsterinfo.currentmove = &q1enforcer_move_stand;
}
mframe_t q1enforcer_frames_walk [] =
{
ai_walk, 3, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 5, NULL,
ai_walk, 4, NULL,
ai_walk, 3, NULL,
ai_walk, 2, NULL,
ai_walk, 0, NULL,
ai_walk, 0, NULL,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 4, NULL,
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 4, NULL,
ai_walk, 3, NULL
};
mmove_t q1enforcer_move_walk = {FRAME_walk1, FRAME_walk16, q1enforcer_frames_walk, NULL};
void q1enforcer_walk (edict_t *self)
{
self->monsterinfo.currentmove = &q1enforcer_move_walk;
}
mframe_t q1enforcer_frames_run [] =
{
ai_run, 22, NULL,
ai_run, 8, NULL,
ai_run, 7, NULL,
ai_run, 8, NULL,
ai_run, 13, NULL,
ai_run, 12, NULL,
ai_run, 11, NULL,
ai_run, 7, NULL
};
mmove_t q1enforcer_move_run = {FRAME_run1, FRAME_run8, q1enforcer_frames_run, NULL};
void q1enforcer_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &q1enforcer_move_stand;
else
self->monsterinfo.currentmove = &q1enforcer_move_run;
}
mframe_t q1enforcer_frames_pain3 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t q1enforcer_move_pain3 = {FRAME_paina1, FRAME_paina4, q1enforcer_frames_pain3, q1enforcer_run};
mframe_t q1enforcer_frames_pain2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t q1enforcer_move_pain2 = {FRAME_painb1, FRAME_painb5, q1enforcer_frames_pain2, q1enforcer_run};
mframe_t q1enforcer_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,
ai_move, 0, NULL
};
mmove_t q1enforcer_move_pain1 = {FRAME_painc1, FRAME_painc8, q1enforcer_frames_pain1, q1enforcer_run};
void q1enforcer_pain (edict_t *self, edict_t *other, float kick, int damage)
{
if (self->health < (self->max_health / 2))
self->s.skinnum = 1;
if (level.time < self->pain_debounce_time)
return;
self->pain_debounce_time = level.time + 3;
if (rand()&1)
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
if (damage <= 10)
self->monsterinfo.currentmove = &q1enforcer_move_pain3;
else if (damage <= 25)
self->monsterinfo.currentmove = &q1enforcer_move_pain2;
else
self->monsterinfo.currentmove = &q1enforcer_move_pain1;
}
void q1enforcer_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 q1enforcer_throw_backpack (edict_t *self)
{
edict_t *backpack;
if (self->health <= self->gib_health)
return;
backpack = Drop_Q1Backpack (self, FindItemByClassname("ammo_cells"), 5);
/* backpack = Drop_Item(self, FindItemByClassname("item_q1_backpack"));
backpack->item = FindItemByClassname("ammo_cells");
backpack->count = 5;
backpack->touch = Touch_Item;
backpack->nextthink = level.time + 1800;
backpack->think = G_FreeEdict;
*/
self->gib_health = -10000;
}
mframe_t q1enforcer_frames_death1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, q1enforcer_throw_backpack,
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 q1enforcer_move_death1 = {FRAME_death1, FRAME_death14, q1enforcer_frames_death1, q1enforcer_dead};
mframe_t q1enforcer_frames_death2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, q1enforcer_throw_backpack,
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 q1enforcer_move_death2 = {FRAME_fdeath1, FRAME_fdeath11, q1enforcer_frames_death2, q1enforcer_dead};
void q1enforcer_whichway (edict_t *self);
void q1enforcer_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", 0, 0, damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/q1gibs/q1gib2/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/monsters/q1enforcer/head/tris.md2", 0, 0, 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;
if (random() < 0.5)
self->monsterinfo.currentmove = &q1enforcer_move_death1;
else
self->monsterinfo.currentmove = &q1enforcer_move_death2;
}
void q1enforcer_fire (edict_t *self)
{
vec3_t forward, right;
vec3_t start, target, aim;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_SOLDIER_BLASTER_1], forward, right, start);
// project enemy back a bit and target there
VectorCopy (self->enemy->s.origin, target);
VectorMA (target, -0.2, self->enemy->velocity, target);
target[2] += self->enemy->viewheight;
VectorSubtract (target, start, aim);
VectorNormalize (aim);
gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_fire, 1, ATTN_NORM, 0);
q1_fire_laser (self, start, aim, 15, 600);
}
void q1enforcer_secondfire (edict_t *self)
{
if (!self->radius_dmg)
{
self->monsterinfo.nextframe = 36;
self->radius_dmg = 1;
}
else
self->radius_dmg = 0;
}
mframe_t q1enforcer_frames_start_chain [] =
{
ai_charge, 0, NULL,
ai_charge, 1, NULL,
ai_charge, 1, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, q1enforcer_fire,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, q1enforcer_secondfire,
ai_charge, 0, NULL
};
mmove_t q1enforcer_move_start_fire = {FRAME_attack1, FRAME_attack10, q1enforcer_frames_start_chain, q1enforcer_run};
void q1enforcer_attack (edict_t *self)
{
self->monsterinfo.currentmove = &q1enforcer_move_start_fire;
}
//
// SPAWN
//
/*QUAKED SP_monster_q1_enforcer (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
model="models/monsters/q1enforcer/tris.md2"
*/
void SP_monster_q1_enforcer (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain1 = gi.soundindex ("q1enforcer/pain1.wav");
sound_pain2 = gi.soundindex ("q1enforcer/pain2.wav");
sound_death = gi.soundindex ("q1enforcer/death1.wav");
sound_gib = gi.soundindex ("q1player/udeath.wav");
sound_idle = gi.soundindex ("q1enforcer/idle1.wav");
sound_sight1 = gi.soundindex ("q1enforcer/sight1.wav");
sound_sight2 = gi.soundindex ("q1enforcer/sight2.wav");
sound_sight3 = gi.soundindex ("q1enforcer/sight3.wav");
sound_sight4 = gi.soundindex ("q1enforcer/sight4.wav");
sound_fire = gi.soundindex ("q1enforcer/enfire.wav");
// precache backpack
gi.modelindex ("models/items/q1backpack/tris.md2");
// gi.soundindex ("q1weapons/lock4.wav");
// precache gibs
gi.modelindex ("models/monsters/q1enforcer/head/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
// precache laser
q1_laser_precache ();
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/q1enforcer/tris.md2");
self->s.skinnum = self->style;
}
self->s.modelindex = gi.modelindex ("models/monsters/q1enforcer/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 = -35;
if (!self->mass)
self->mass = 175;
self->flags |= FL_Q1_MONSTER;
self->pain = q1enforcer_pain;
self->die = q1enforcer_die;
self->monsterinfo.stand = q1enforcer_stand;
self->monsterinfo.walk = q1enforcer_walk;
self->monsterinfo.run = q1enforcer_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = q1enforcer_attack;
self->monsterinfo.melee = NULL;
self->monsterinfo.sight = q1enforcer_sight;
self->monsterinfo.search = q1enforcer_search;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.10;
// 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 = "Enforcer";
self->class_id = ENTITY_MONSTER_Q1_ENFORCER;
gi.linkentity (self);
gi.linkentity (self);
self->monsterinfo.currentmove = &q1enforcer_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&q1enforcer_move_death1,
&q1enforcer_move_death2,
NULL};
M_SetDeath (self, (mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
self->radius_dmg = 0;
walkmonster_start (self);
}