thirtyflightsofloving/missionpack/m_q1ogre.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

654 lines
15 KiB
C

/*
==============================================================================
QUAKE OGRE
==============================================================================
*/
#include "g_local.h"
#include "m_q1ogre.h"
static int sound_pain;
static int sound_death;
static int sound_gib;
static int sound_idle;
static int sound_idle2;
static int sound_wake;
static int sound_shoot;
static int sound_saw;
static int sound_drag;
#define GRENADE_VELOCITY 632.4555320337
void ogre_check_refire (edict_t *self);
void ogre_attack (edict_t *self);
void ogre_idle_sound1 (edict_t *self)
{
if (random() < 0.2)
gi.sound (self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}
void ogre_idle_sound2 (edict_t *self)
{
if (random() < 0.2)
gi.sound (self, CHAN_VOICE, sound_idle2, 1, ATTN_IDLE, 0);
}
void ogre_sight (edict_t *self, edict_t *other)
{
gi.sound (self, CHAN_VOICE, sound_wake, 1, ATTN_NORM, 0);
ogre_attack (self);
}
void ogre_drag_sound (edict_t *self)
{
//if (anglemod(self->s.angles[YAW]) != self->ideal_yaw)
if (random() < 0.2)
gi.sound (self, CHAN_VOICE, sound_drag, 1, ATTN_IDLE, 0);
}
void ogre_stand (edict_t *self);
mframe_t ogre_frames_stand [] =
{
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, ogre_idle_sound1,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
ai_stand, 0, NULL,
};
mmove_t ogre_move_stand = {FRAME_stand1, FRAME_stand9, ogre_frames_stand, ogre_stand};
void ogre_stand (edict_t *self)
{
self->monsterinfo.currentmove = &ogre_move_stand;
}
mframe_t ogre_frames_walk [] =
{
ai_walk, 3, NULL,
ai_walk, 2, NULL,
ai_walk, 2, ogre_idle_sound1,
ai_walk, 2, NULL,
ai_walk, 2, NULL,
ai_walk, 6, ogre_drag_sound,
ai_walk, 3, NULL,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 1, NULL,
ai_walk, 2, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 3, NULL,
ai_walk, 4, NULL
};
mmove_t ogre_move_walk = {FRAME_walk1, FRAME_walk16, ogre_frames_walk, NULL};
void ogre_walk (edict_t *self)
{
self->monsterinfo.currentmove = &ogre_move_walk;
}
mframe_t ogre_frames_run [] =
{
ai_run, 9, NULL,
ai_run, 12, NULL,
ai_run, 8, NULL,
ai_run, 22, NULL,
ai_run, 16, NULL,
ai_run, 4, NULL,
ai_run, 13, ogre_attack,
ai_run, 24, NULL
};
mmove_t ogre_move_run = {FRAME_run1, FRAME_run8, ogre_frames_run, NULL};
void ogre_run (edict_t *self)
{
if (self->monsterinfo.aiflags & AI_STAND_GROUND)
self->monsterinfo.currentmove = &ogre_move_stand;
else
self->monsterinfo.currentmove = &ogre_move_run;
}
mframe_t ogre_frames_pain1 [] =
{
ai_move, -3, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 1, NULL
};
mmove_t ogre_move_pain1 = {FRAME_pain1, FRAME_pain5, ogre_frames_pain1, ogre_run};
mframe_t ogre_frames_pain2 [] =
{
ai_move, -1,NULL,
ai_move, 0, NULL,
ai_move, 1, NULL
};
mmove_t ogre_move_pain2 = {FRAME_painb1, FRAME_painb3, ogre_frames_pain2, ogre_run};
mframe_t ogre_frames_pain3 [] =
{
ai_move, -3, NULL,
ai_move, 1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 1, NULL
};
mmove_t ogre_move_pain3 = {FRAME_painc1, FRAME_painc6, ogre_frames_pain3, ogre_run};
mframe_t ogre_frames_pain4 [] =
{
ai_move, -3, 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, 1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL
};
mmove_t ogre_move_pain4 = {FRAME_paind1, FRAME_paind16, ogre_frames_pain4, ogre_run};
mframe_t ogre_frames_pain5 [] =
{
ai_move, -3, 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, 1, NULL,
ai_move, 1, NULL,
ai_move, 0, NULL,
};
mmove_t ogre_move_pain5 = {FRAME_paine1, FRAME_paine15, ogre_frames_pain5, ogre_run};
void ogre_pain (edict_t *self, edict_t *other, float kick, int damage)
{
float r;
if (level.time < self->pain_debounce_time)
return;
r = random();
if (self->health > 0)
gi.sound (self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
if (r < 0.25)
{
self->pain_debounce_time = level.time + 1;
self->monsterinfo.currentmove = &ogre_move_pain1;
}
else if (r < 0.5)
{
self->pain_debounce_time = level.time + 1;
self->monsterinfo.currentmove = &ogre_move_pain2;
}
else if (r < 0.75)
{
self->pain_debounce_time = level.time + 1;
self->monsterinfo.currentmove = &ogre_move_pain3;
}
else if (r < 0.88)
{
self->pain_debounce_time = level.time + 2;
self->monsterinfo.currentmove = &ogre_move_pain4;
}
else
{
self->pain_debounce_time = level.time + 2;
self->monsterinfo.currentmove = &ogre_move_pain5;
}
}
void ogre_droprockets (edict_t *self)
{
edict_t *backpack;
if (self->health <= self->gib_health)
return;
backpack = Drop_Q1Backpack (self, FindItemByClassname("ammo_grenades"), 2);
/* backpack = Drop_Item(self, FindItemByClassname("item_q1_backpack"));
backpack->item = FindItemByClassname("ammo_grenades");
// backpack->item = FindItemByClassname("ammo_rockets");
backpack->count = 2;
backpack->touch = Touch_Item;
backpack->nextthink = level.time + 1800;
backpack->think = G_FreeEdict;
*/
self->gib_health = -10000;
}
void ogre_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);
}
mframe_t ogre_frames_death1 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, ogre_droprockets,
ai_move, -7, NULL,
ai_move, -3, NULL,
ai_move, -5, NULL,
ai_move, 8, NULL,
ai_move, 6, 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 ogre_move_death1 = {FRAME_death1, FRAME_death14, ogre_frames_death1, ogre_dead};
mframe_t ogre_frames_death2 [] =
{
ai_move, 0, NULL,
ai_move, 0, NULL,
ai_move, 0, ogre_droprockets,
ai_move, -7, NULL,
ai_move, -3, NULL,
ai_move, -5, NULL,
ai_move, 8, NULL,
ai_move, 6, 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 ogre_move_death2 = {FRAME_bdeath1, FRAME_bdeath10, ogre_frames_death2, ogre_dead};
void ogre_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);
// if dead body, don't drop pack when gibbed
// if (self->deadflag != DEAD_DEAD)
// ogre_droprockets(self);
for (n = 0; n < 2; n++)
ThrowGib (self, "models/objects/q1gibs/q1gib1/tris.md2", 0, 0, damage, GIB_ORGANIC);
for (n = 0; n < 4; n++)
ThrowGib (self, "models/objects/q1gibs/q1gib3/tris.md2", 0, 0, damage, GIB_ORGANIC);
ThrowHead (self, "models/monsters/q1ogre/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 = &ogre_move_death1;
else
self->monsterinfo.currentmove = &ogre_move_death2;
}
void ogre_grenade_fire (edict_t *self)
{
vec3_t start, target;
vec3_t forward, right, aim;
// vec_t monster_speed;
AngleVectors (self->s.angles, forward, right, NULL);
G_ProjectSource (self->s.origin, monster_flash_offset[MZ2_GUNNER_GRENADE_1], forward, right, start);
// project enemy back a bit and target there
VectorCopy (self->enemy->s.origin, target);
// if (range(self,self->enemy) > RANGE_MID)
VectorMA (target, -0.1, self->enemy->velocity, target);
if (range(self,self->enemy) > RANGE_MID)
target[2] += self->enemy->viewheight;
else
target[2] += self->enemy->viewheight*0.8;
#if 0
if (self->enemy)
{
float range;
VectorSubtract (target, self->s.origin, aim);
range = VectorLength (aim);
// aim at enemy's feet if he's at same elevation or lower, otherwise aim at origin
VectorCopy (self->enemy->s.origin, target);
if (self->enemy->absmin[2] <= self->absmax[2])
target[2] = self->enemy->absmin[2];
// Lazarus fog reduction of accuracy
if ( self->monsterinfo.visibility < FOG_CANSEEGOOD )
{
target[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
target[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
}
// lead target... 20, 35, 50, 65 chance of leading
if ( random() < (0.2 + skill->value * 0.15) )
{
float dist, time;
VectorSubtract (target, start, aim);
dist = VectorLength (aim);
time = dist / GRENADE_VELOCITY; // Not correct, but better than nothin'
VectorMA (target, time, self->enemy->velocity, target);
}
}
AimGrenade (self, start, target, GRENADE_VELOCITY, aim, false);
// Lazarus - take into account (sort of) feature of adding shooter's velocity to
// grenade velocity
monster_speed = VectorLength(self->velocity);
if (monster_speed > 0)
{
vec3_t v1;
vec_t delta;
VectorCopy (self->velocity, v1);
VectorNormalize (v1);
delta = -monster_speed / GRENADE_VELOCITY;
VectorMA (aim, delta, v1, aim);
VectorNormalize (aim);
}
#else
VectorSubtract (target, start, aim);
VectorNormalize (aim);
#endif
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (self-g_edicts);
gi.WriteByte (MZ_MACHINEGUN | 128);
gi.multicast (self->s.origin, MULTICAST_PVS);
gi.sound (self, CHAN_WEAPON|CHAN_RELIABLE, sound_shoot, 1.0, ATTN_NORM, 0);
q1_fire_grenade (self, start, aim, 40, 600, 2.5, 80);
// q1_fire_grenade (self, start, aim, 40, GRENADE_VELOCITY, 2.5, 80);
}
//////////////
// Skid - add Gib fall off
void ogre_swing_left (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
fire_hit (self, aim, ((random() + random() + random()) * 4), 100);
}
void ogre_swing_right (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->maxs[0], 8);
fire_hit (self, aim, ((random() + random() + random()) * 4), 100);
}
void ogre_smash (edict_t *self)
{
vec3_t aim;
VectorSet (aim, MELEE_DISTANCE, self->mins[0], 8);
if (fire_hit (self, aim, (25 + (rand() %5)), 100))
gi.sound (self, CHAN_WEAPON, sound_saw, 1, ATTN_NORM, 0);
}
void ogre_check_refire (edict_t *self)
{
if (!self->enemy || !self->enemy->inuse || self->enemy->health <= 0)
return;
if ( (skill->value == 3) || (range(self, self->enemy) == RANGE_MELEE))
{
if (random() > 0.5)
self->monsterinfo.nextframe = FRAME_swing1;
else
self->monsterinfo.nextframe = FRAME_smash1;
}
else
ogre_attack(self);
}
/*static*/ void ogre_sawswingsound (edict_t *self)
{
gi.sound (self, CHAN_WEAPON, sound_saw, 1, ATTN_NORM, 0);
}
mframe_t ogre_frames_swing [] =
{
ai_charge, 0, NULL,
ai_charge, 0, ogre_sawswingsound,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, ogre_swing_right,
ai_charge, 0, NULL,
ai_charge, 0, ogre_sawswingsound,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, ogre_swing_left,
ai_charge, 0, NULL,
ai_charge, 0, ogre_check_refire
};
mmove_t ogre_move_swing_attack = {FRAME_swing1, FRAME_swing14, ogre_frames_swing, ogre_run};
mframe_t ogre_frames_smash [] =
{
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, ogre_smash,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, ogre_check_refire
};
mmove_t ogre_move_smash_attack = {FRAME_smash1, FRAME_smash14, ogre_frames_smash, ogre_run};
mframe_t ogre_frames_attack_grenade [] =
{
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, NULL,
ai_charge, 0, ogre_grenade_fire,
ai_charge, 0, NULL,
ai_charge, 0, NULL // ogre_attack
};
mmove_t ogre_move_attack_grenade = {FRAME_shoot1, FRAME_shoot6, ogre_frames_attack_grenade, ogre_run};
void ogre_attack (edict_t *self)
{
int r;
if (!self->enemy)
return;
r = range(self, self->enemy);
if (r == RANGE_MELEE)
{
self->monsterinfo.currentmove = &ogre_move_swing_attack;
}
else if (visible(self,self->enemy) && infront(self, self->enemy)
&& (r < RANGE_FAR) && !(self->monsterinfo.aiflags & AI_SOUND_TARGET))
{
self->monsterinfo.currentmove = &ogre_move_attack_grenade;
}
else
self->monsterinfo.currentmove = &ogre_move_run;
}
//
// SPAWN
//
/*QUAKED monster_q1_ogre (1 .5 0) (-20 -20 -24) (20 20 32) Ambush Trigger_Spawn Sight GoodGuy NoGib
model="models/monsters/q1ogre/tris.md2"
*/
void SP_monster_q1_ogre (edict_t *self)
{
if (deathmatch->value)
{
G_FreeEdict (self);
return;
}
sound_pain = gi.soundindex ("q1ogre/ogpain1.wav");
sound_death = gi.soundindex ("q1ogre/ogdth.wav");
sound_gib = gi.soundindex ("q1player/udeath.wav");
sound_idle = gi.soundindex ("q1ogre/ogidle.wav");
sound_idle2 = gi.soundindex ("q1ogre/ogidle2.wav");
sound_wake = gi.soundindex ("q1ogre/ogwake.wav");
sound_shoot = gi.soundindex ("q1weapons/grenade.wav");
sound_saw = gi.soundindex ("q1ogre/ogsawatk.wav");
sound_drag = gi.soundindex ("q1ogre/ogdrag.wav");
// precache backpack
gi.modelindex ("models/items/q1backpack/tris.md2");
// gi.soundindex ("q1weapons/lock4.wav");
// precache gibs
gi.modelindex ("models/monsters/q1ogre/head/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib1/tris.md2");
gi.modelindex ("models/objects/q1gibs/q1gib3/tris.md2");
// precache grenade
q1_grenade_precache ();
self->movetype = MOVETYPE_STEP;
self->solid = SOLID_BBOX;
// Lazarus: special purpose skins
if ( self->style )
{
PatchMonsterModel("models/monsters/q1ogre/tris.md2");
self->s.skinnum = self->style;
}
self->s.modelindex = gi.modelindex ("models/monsters/q1ogre/tris.md2");
VectorSet (self->mins, -20, -20, -24); //16 16
VectorSet (self->maxs, 20, 20, 32); //16 16
if (!self->health)
self->health = 200;
if (!self->gib_health)
self->gib_health = -80;
if (!self->mass)
self->mass = 400;
self->pain = ogre_pain;
self->die = ogre_die;
self->flags |= FL_Q1_MONSTER;
self->monsterinfo.stand = ogre_stand;
self->monsterinfo.walk = ogre_walk;
self->monsterinfo.run = ogre_run;
self->monsterinfo.dodge = NULL;
self->monsterinfo.attack = ogre_attack;
self->monsterinfo.melee = ogre_check_refire;
self->monsterinfo.sight = ogre_sight;
self->monsterinfo.search = ogre_stand;
if (!self->monsterinfo.flies)
self->monsterinfo.flies = 0.75;
// 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 = "Ogre";
self->class_id = ENTITY_MONSTER_Q1_OGRE;
gi.linkentity (self);
self->monsterinfo.currentmove = &ogre_move_stand;
if (self->health < 0)
{
mmove_t *deathmoves[] = {&ogre_move_death1,
&ogre_move_death2,
NULL};
M_SetDeath (self, (mmove_t **)&deathmoves);
}
self->monsterinfo.scale = MODEL_SCALE;
walkmonster_start (self);
}