thirtyflightsofloving/missionpack/m_q1hknight.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

579 lines
13 KiB
C

/*
==============================================================================
QUAKE HELL KNIGHT
==============================================================================
*/
#include "g_local.h"
#include "m_q1hknight.h"
static int sound_sword1;
static int sound_sword2;
static int sound_flame;
static int sound_death;
static int sound_gib;
static int sound_idle;
static int sound_pain;
static int sound_sight;
#define SWORDSOUND(self) gi.sound (self, CHAN_WEAPON, sound_sword1, 1, ATTN_NORM, 0.1f);
void hknight_stand (edict_t *self);
void hknight_walk (edict_t *self);
void hknight_check_dist (edict_t *self);
void hknight_melee (edict_t *self);
//
// SOUNDS
//
void hknight_sight_sound (edict_t *self)
{
gi.sound (self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}
void hknight_sight (edict_t *self, edict_t *other)
{
hknight_sight_sound(self);
hknight_check_dist(self);
}
void hknight_idle_sound (edict_t *self)
{
if (random() < 0.1)
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void hknight_sword_sound (edict_t *self)
{
//if (self->style)
// return;
if (random() < 0.5)
gi.sound (self, CHAN_VOICE, sound_sword1, 1, ATTN_IDLE, 0);
//self->style = 1;
}
//
// STAND
//
mframe_t hknight_frames_stand [] =
{
ai_stand, 0, hknight_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, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL
};
mmove_t hknight_move_stand = {FRAME_stand1, FRAME_stand9, hknight_frames_stand, hknight_stand};
void hknight_stand (edict_t *self)
{
self->monsterinfo.currentmove = &hknight_move_stand;
}
//
// WALK
//
mframe_t hknight_frames_walk [] =
{
ai_walk, 5, NULL,
ai_walk, 5, NULL,
ai_walk, 4, NULL,
ai_walk, 4, NULL,
ai_walk, 2, NULL,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 4, NULL,
ai_walk, 3, NULL,
ai_walk, 4, NULL,
ai_walk, 6, NULL,
ai_walk, 2, NULL,
ai_walk, 2, NULL,
ai_walk, 4, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 2, NULL
};
mmove_t hknight_move_walk = {FRAME_walk1, FRAME_walk20, hknight_frames_walk, hknight_walk};
void hknight_walk (edict_t *self)
{
self->monsterinfo.currentmove = &hknight_move_walk;
}
//
// RUN
//
// can be improved
void hknight_check_dist (edict_t *self)
{
if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
return;
if (range(self, self->enemy) == RANGE_MELEE)
hknight_melee(self);
//else if (random() < 0.5)
// hknight_runatk(self);
}
mframe_t hknight_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, hknight_check_dist
};
mmove_t hknight_move_run = {FRAME_run1, FRAME_run8, hknight_frames_run, NULL};
void hknight_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &hknight_move_stand;
else
self->monsterinfo.currentmove = &hknight_move_run;
}
/*mframe_t hknight_frames_attack_run [] =
{
ai_charge, 20, NULL,
ai_charge, 20, hknight_sword_sound,
ai_charge, 13, NULL,
ai_charge, 7, NULL,
ai_charge, 16, NULL,
ai_charge, 20, hknight_attack,
ai_charge, 14, NULL,
ai_charge, 14, NULL,
ai_charge, 14, NULL,
ai_charge, 14, NULL,
ai_charge, 6, hknight_check_dist
};
mmove_t hknight_move_attack_run = {FRAME_runattack1, FRAME_runattack11, hknight_frames_attack_run, hknight_run};
void hknight_attack_run (edict_t *self)
{
self->monsterinfo.currentmove = &hknight_move_attack_run;
}*/
void hknight_melee_damage (edict_t *self)
{
float ldmg;
if (!self->enemy)
return; // removed before stroke
if (PointDist(self->enemy->s.origin, self->s.origin) > 60)
return;
ldmg = (random() + random() + random()) * 3;
T_Damage (self->enemy, self, self, vec3_origin, self->enemy->s.origin, vec3_origin, ldmg, 0, 0, MOD_UNKNOWN);
}
mframe_t hknight_frames_smash [] =
{
ai_charge, 1, NULL,
ai_charge, 13, NULL,
ai_charge, 9, NULL,
ai_charge, 11, NULL,
ai_charge, 10, hknight_melee_damage,
ai_charge, 7, hknight_melee_damage,
ai_charge, 12, hknight_melee_damage,
ai_charge, 2, hknight_melee_damage,
ai_charge, 3, hknight_melee_damage,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t hknight_smash_attack = {FRAME_smash1, FRAME_smash11, hknight_frames_smash, hknight_run};
void hknight_sword_swing (edict_t *self)
{
SWORDSOUND(self);
}
mframe_t hknight_frames_watk [] =
{
ai_charge, 2, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 1, NULL,
ai_charge, 4, NULL,
ai_charge, 5, NULL,
ai_charge, 3, hknight_melee_damage,
ai_charge, 2, hknight_melee_damage,
ai_charge, 2, hknight_melee_damage,
ai_charge, 0, hknight_sword_swing,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 1, NULL,
ai_charge, 1, hknight_melee_damage,
ai_charge, 3, hknight_melee_damage,
ai_charge, 4, hknight_melee_damage,
ai_charge, 6, NULL,
ai_charge, 7, NULL,
ai_charge, 3, NULL
};
mmove_t hknight_watk_attack = {FRAME_w_attack1, FRAME_w_attack22, hknight_frames_watk, hknight_run};
mframe_t hknight_frames_srice [] =
{
ai_charge, 9, NULL,
ai_charge, 6, NULL,
ai_charge, 13, NULL,
ai_charge, 4, NULL,
ai_charge, 7, hknight_melee_damage,
ai_charge, 15, hknight_melee_damage,
ai_charge, 8, hknight_melee_damage,
ai_charge, 2, hknight_melee_damage,
ai_charge, 0, hknight_melee_damage,
ai_charge, 3, NULL
};
mmove_t hknight_slice_attack = {FRAME_slice1, FRAME_slice10, hknight_frames_srice, hknight_run};
void hknight_melee (edict_t *self)
{
// int hknight_type = (self->s.frame >= 121 ? (self->s.frame >= 133 ? 3 : 2) : 1) - 1;
SWORDSOUND(self);
if (self->dmg == 0)
{
self->monsterinfo.currentmove = &hknight_slice_attack;
self->dmg++;
}
else if (self->dmg == 1)
{
self->monsterinfo.currentmove = &hknight_smash_attack;
self->dmg++;
}
else if (self->dmg == 2)
{
self->monsterinfo.currentmove = &hknight_watk_attack;
self->dmg = 0;
}
}
//
// PAIN
//
mframe_t hknight_frames_pain1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t hknight_move_pain1 = {FRAME_pain1, FRAME_pain5, hknight_frames_pain1, hknight_run};
void hknight_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 + 1.1;
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
self->monsterinfo.currentmove = &hknight_move_pain1;
}
//
// DEATH
//
void hknight_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 hknight_nogib (edict_t *self)
{
self->gib_health = -10000;
}
mframe_t hknight_frames_death1 [] =
{
ai_move, 10, NULL,
ai_move, 8, NULL,
ai_move, 7, hknight_nogib,
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, 11, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL
};
mmove_t hknight_move_death1 = {FRAME_death1, FRAME_death12, hknight_frames_death1, hknight_dead};
mframe_t hknight_frames_death2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, hknight_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
};
mmove_t hknight_move_death2 = {FRAME_deathb1, FRAME_deathb9, hknight_frames_death2, hknight_dead};
void hknight_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/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/q1hknight/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 = &hknight_move_death1;
else
self->monsterinfo.currentmove = &hknight_move_death2;
}
#define enemy_vis visible(self, self->enemy)
mframe_t knight_charge1_frames [] =
{
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, NULL,
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, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL
};
mmove_t knight_charge1_attack = {FRAME_char_a1, FRAME_char_a16, knight_charge1_frames, hknight_run};
void hknight_check_charge (edict_t *self)
{
if (!enemy_vis)
return;
if (fabs(self->s.origin[2] - self->enemy->s.origin[2]) > 20)
return;
if (PointDist(self->s.origin, self->enemy->s.origin) < 80)
return;
// Charge
self->monsterinfo.currentmove = &knight_charge1_attack;
}
void hknight_fire_flame (edict_t *self)
{
int lawl[] = {-2, -1, 0, 1, 2, 3};
int rem = 165;
int arraynum = rem-self->s.frame;
float offang_y = 0;
vec3_t vec, forward, right, start;
vec3_t offang, v_forward, temp;
AngleVectors (self->s.angles, forward, right, NULL);
VectorSet (temp, 0, 0, 14);
G_ProjectSource (self->s.origin, temp, forward, right, start);
VectorSet (temp, 0, lawl[arraynum], 0);
VectorSubtract (self->s.angles, temp, vec);
// gi.dprintf("%i, %i\n", lawl[arraynum], arraynum);
AngleVectors (vec, forward, NULL, NULL);
VectorSubtract (self->enemy->s.origin, self->s.origin, offang);
vectoangles (offang, offang);
offang_y = self->s.angles[1] + -lawl[arraynum] * 6;
offang[1] = offang_y;
AngleVectors (offang, v_forward, NULL, NULL);
//vec = VectorNormalizeFastf(
gi.sound (self, CHAN_WEAPON, sound_flame, 1, ATTN_NORM, 0);
q1_fire_flame (self, start, v_forward, 0);
}
mframe_t hknight_frames_magic [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, hknight_fire_flame,
ai_charge, 0, hknight_fire_flame,
ai_charge, 0, hknight_fire_flame,
ai_charge, 0, hknight_fire_flame,
ai_charge, 0, hknight_fire_flame,
ai_charge, 0, hknight_fire_flame
};
mmove_t hknight_magic_attack = { FRAME_magicc1, FRAME_magicc11, hknight_frames_magic, hknight_run};
void hknight_magic (edict_t *self)
{
self->monsterinfo.currentmove = &hknight_magic_attack;
}
//
// SPAWN
//
/*QUAKED SP_monster_q1_hknight (1 .5 0) (-16 -16 -24) (16 16 40) Ambush Trigger_Spawn Sight
model="models/monsters/q1hknight/tris.md2"
*/
void SP_monster_q1_hknight (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_death = gi.soundindex ("q1hknight/death1.wav");
sound_gib = gi.soundindex ("q1player/udeath.wav");
sound_pain = gi.soundindex ("q1hknight/pain1.wav");
sound_idle = gi.soundindex ("q1hknight/idle.wav");
sound_sight = gi.soundindex ("q1hknight/sight1.wav");
sound_sword1 = gi.soundindex ("q1hknight/slash1.wav");
sound_sword2 = gi.soundindex ("q1hknight/slash1.wav");
sound_flame = gi.soundindex ("q1hknight/attack1.wav");
// precache gibs
gi.modelindex ("models/monsters/q1hknight/head/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
// precache flame
q1_flame_precache ();
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/q1hknight/tris.md2");
self->s.skinnum = self->style;
}
self->s.modelindex = gi.modelindex ("models/monsters/q1hknight/tris.md2");
VectorSet (self->mins, -16, -16, -24);
VectorSet (self->maxs, 16, 16, 40);
if (!self->health)
self->health = 250;
if (!self->gib_health)
self->gib_health = -40;
if (!self->mass)
self->mass = 175;
self->pain = hknight_pain;
self->die = hknight_die;
self->flags |= FL_Q1_MONSTER;
self->monsterinfo.stand = hknight_stand;
self->monsterinfo.walk = hknight_walk;
self->monsterinfo.run = hknight_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = hknight_magic;
self->monsterinfo.melee = hknight_melee;
self->monsterinfo.sight = hknight_sight;
self->monsterinfo.search = hknight_stand;
self->monsterinfo.idle = hknight_stand;
self->dmg = rand()%2;
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 = "Hell Knight";
self->class_id = ENTITY_MONSTER_Q1_HKNIGHT;
gi.linkentity (self);
self->monsterinfo.currentmove = &hknight_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&hknight_move_death1,
&hknight_move_death2,
NULL};
M_SetDeath (self, (mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}