thirtyflightsofloving/game/m_hover.c
Knightmare66 d16b46e3cf Added re-implementation of func_plat2 and func_door2 from rogue to default Lazarus DLL.
Overhauled child entity movement in default Lazarus DLL.
Added bbox versions of various triggers to default Lazarus DLL.
Added level.maptype field to default Lazarus DLL.
Added entity class IDs to default Lazarus DLL.
Incremented savegame version for default Lazarus DLL.
2020-10-27 02:00:05 -04:00

683 lines
16 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Lazarus Quake 2 Mod source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*
==============================================================================
hover
==============================================================================
*/
#include "g_local.h"
#include "m_hover.h"
qboolean visible (edict_t *self, edict_t *other);
static int sound_pain1;
static int sound_pain2;
static int sound_death1;
static int sound_death2;
static int sound_sight;
static int sound_search1;
static int sound_search2;
void hover_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void hover_search (edict_t *self)
{
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
}
void hover_run (edict_t *self);
void hover_stand (edict_t *self);
void hover_dead (edict_t *self);
void hover_attack (edict_t *self);
void hover_reattack (edict_t *self);
void hover_fire_blaster (edict_t *self);
void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
mframe_t hover_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, 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 hover_move_stand = {FRAME_stand01, FRAME_stand30, hover_frames_stand, NULL};
mframe_t hover_frames_stop1 [] =
{
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 hover_move_stop1 = {FRAME_stop101, FRAME_stop109, hover_frames_stop1, NULL};
mframe_t hover_frames_stop2 [] =
{
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 hover_move_stop2 = {FRAME_stop201, FRAME_stop208, hover_frames_stop2, NULL};
mframe_t hover_frames_takeoff [] =
{
ai_move, 0, NULL,
ai_move, -2, NULL,
ai_move, 5, NULL,
ai_move, -1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, -1, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, -6, NULL,
ai_move, -9, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 2, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL
};
mmove_t hover_move_takeoff = {FRAME_takeof01, FRAME_takeof30, hover_frames_takeoff, NULL};
mframe_t hover_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
};
mmove_t hover_move_pain3 = {FRAME_pain301, FRAME_pain309, hover_frames_pain3, hover_run};
mframe_t hover_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,
ai_move, 0, NULL
};
mmove_t hover_move_pain2 = {FRAME_pain201, FRAME_pain212, hover_frames_pain2, hover_run};
mframe_t hover_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, -8, NULL,
ai_move, -4, NULL,
ai_move, -6, NULL,
ai_move, -4, NULL,
ai_move, -3, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 3, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 3, NULL,
ai_move, 2, NULL,
ai_move, 7, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 2, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 5, NULL,
ai_move, 3, NULL,
ai_move, 4, NULL
};
mmove_t hover_move_pain1 = {FRAME_pain101, FRAME_pain128, hover_frames_pain1, hover_run};
mframe_t hover_frames_land [] =
{
ai_move, 0, NULL
};
mmove_t hover_move_land = {FRAME_land01, FRAME_land01, hover_frames_land, NULL};
mframe_t hover_frames_forward [] =
{
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,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t hover_move_forward = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_forward, NULL};
mframe_t hover_frames_walk [] =
{
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL
};
mmove_t hover_move_walk = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_walk, NULL};
mframe_t hover_frames_run [] =
{
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL,
ai_run, 10, NULL
};
mmove_t hover_move_run = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_run, NULL};
mframe_t hover_frames_death1 [] =
{
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, -10,NULL,
ai_move, 3, NULL,
ai_move, 5, NULL,
ai_move, 4, NULL,
ai_move, 7, NULL
};
mmove_t hover_move_death1 = {FRAME_death101, FRAME_death111, hover_frames_death1, hover_dead};
mframe_t hover_frames_backward [] =
{
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 hover_move_backward = {FRAME_backwd01, FRAME_backwd24, hover_frames_backward, NULL};
mframe_t hover_frames_start_attack [] =
{
ai_charge, 1, NULL,
ai_charge, 1, NULL,
ai_charge, 1, NULL
};
mmove_t hover_move_start_attack = {FRAME_attak101, FRAME_attak103, hover_frames_start_attack, hover_attack};
mframe_t hover_frames_attack1 [] =
{
ai_charge, -10, hover_fire_blaster,
ai_charge, -10, hover_fire_blaster,
ai_charge, 0, hover_reattack,
};
mmove_t hover_move_attack1 = {FRAME_attak104, FRAME_attak106, hover_frames_attack1, NULL};
mframe_t hover_frames_end_attack [] =
{
ai_charge, 1, NULL,
ai_charge, 1, NULL
};
mmove_t hover_move_end_attack = {FRAME_attak107, FRAME_attak108, hover_frames_end_attack, hover_run};
void hover_reattack (edict_t *self)
{
if (self->enemy->health > 0 )
if (visible (self, self->enemy) )
if (random() <= 0.6)
{
self->monsterinfo.currentmove = &hover_move_attack1;
return;
}
self->monsterinfo.currentmove = &hover_move_end_attack;
}
void hover_fire_blaster (edict_t *self)
{
vec3_t start;
vec3_t forward, right;
vec3_t end;
vec3_t dir;
int effect;
if (self->s.frame == FRAME_attak104)
effect = EF_HYPERBLASTER;
else
effect = 0;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_HOVER_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_HOVER_BLASTER_1, effect, BLASTER_ORANGE);
}
void hover_stand (edict_t *self)
{
self->monsterinfo.currentmove = &hover_move_stand;
}
void hover_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &hover_move_stand;
else
self->monsterinfo.currentmove = &hover_move_run;
}
void hover_walk (edict_t *self)
{
self->monsterinfo.currentmove = &hover_move_walk;
}
void hover_start_attack (edict_t *self)
{
self->monsterinfo.currentmove = &hover_move_start_attack;
}
void hover_attack(edict_t *self)
{
self->monsterinfo.currentmove = &hover_move_attack1;
}
void hover_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 (skill->value == 3)
return; // no pain anims in nightmare
if (damage <= 25)
{
if (random() < 0.5)
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &hover_move_pain3;
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &hover_move_pain2;
}
}
else
{
gi.sound (self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &hover_move_pain1;
}
}
void hover_deadthink (edict_t *self)
{
int n;
if (!self->groundentity && level.time < self->timestamp)
{
self->nextthink = level.time + FRAMETIME;
return;
}
// Knightmare- gibs!
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 8; n++)
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", 200, GIB_METALLIC);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/gear/tris.md2", 200, GIB_METALLIC);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", 200, GIB_ORGANIC);
for (n= 0; n < 6; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", 200, GIB_ORGANIC);
ThrowGib (self, "models/objects/gibs/head2/tris.md2", 200, GIB_ORGANIC);
BecomeExplosion1(self);
}
void hover_dead (edict_t *self)
{
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, -8);
self->movetype = MOVETYPE_TOSS;
self->think = hover_deadthink;
self->nextthink = level.time + FRAMETIME;
self->timestamp = level.time + 15;
gi.linkentity (self);
}
void hover_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
int n;
self->s.skinnum |= 1;
// check for gib
if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB))
{ // Knightmare- more gibs!
gi.sound (self, CHAN_VOICE, gi.soundindex ("misc/udeath.wav"), 1, ATTN_NORM, 0);
for (n= 0; n < 8; n++)
ThrowGib (self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
for (n= 0; n < 2; n++)
ThrowGib (self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
for (n= 0; n < 6; n++)
ThrowGib (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
ThrowGib (self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
BecomeExplosion1(self);
//ThrowHead (self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
//self->deadflag = DEAD_DEAD;
return;
}
if (self->deadflag == DEAD_DEAD)
return;
// regular death
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
else
gi.sound (self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
self->deadflag = DEAD_DEAD;
self->takedamage = DAMAGE_YES;
self->monsterinfo.currentmove = &hover_move_death1;
}
/*QUAKED monster_hover (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_hover (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain1 = gi.soundindex ("hover/hovpain1.wav");
sound_pain2 = gi.soundindex ("hover/hovpain2.wav");
sound_death1 = gi.soundindex ("hover/hovdeth1.wav");
sound_death2 = gi.soundindex ("hover/hovdeth2.wav");
sound_sight = gi.soundindex ("hover/hovsght1.wav");
sound_search1 = gi.soundindex ("hover/hovsrch1.wav");
sound_search2 = gi.soundindex ("hover/hovsrch2.wav");
gi.soundindex ("hover/hovatck1.wav");
self->s.sound = gi.soundindex ("hover/hovidle1.wav");
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/hover/tris.md2");
self->s.skinnum = self->style * 2;
}
self->s.modelindex = gi.modelindex("models/monsters/hover/tris.md2");
VectorSet (self->mins, -24, -24, -24);
VectorSet (self->maxs, 24, 24, 32);
// Lazarus: mapper-configurable health
if (!self->health)
self->health = 240;
if (!self->gib_health)
self->gib_health = -100;
if (!self->mass)
self->mass = 150;
self->pain = hover_pain;
self->die = hover_die;
self->monsterinfo.stand = hover_stand;
self->monsterinfo.walk = hover_walk;
self->monsterinfo.run = hover_run;
// self->monsterinfo.dodge = hover_dodge;
self->monsterinfo.attack = hover_start_attack;
self->monsterinfo.sight = hover_sight;
self->monsterinfo.search = hover_search;
// Knightmare- added sparks and blood type
if (!self->blood_type)
self->blood_type = 3; //sparks and blood
// Lazarus
if (self->powerarmor) {
self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
self->monsterinfo.power_armor_power = self->powerarmor;
}
gi.linkentity (self);
self->monsterinfo.currentmove = &hover_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&hover_move_death1,
NULL};
M_SetDeath(self,(mmove_t **)&deathmoves);
}
self->common_name = "Icarus";
self->class_id = ENTITY_MONSTER_HOVER;
self->monsterinfo.scale = MODEL_SCALE;
flymonster_start (self);
}